System and method for marksmanship training

ABSTRACT

A system and method for simulating lead of a target includes a network, a simulation administrator and a user device connected to the network, a database connected to the simulation administrator, and a set of position trackers positioned at a simulator site. The user device includes a virtual reality unit and a computer connected to the set of virtual reality unit and to the network. A generated target is simulated. The target and the user are tracked to generate a phantom target and a phantom halo. The phantom target and the phantom halo are displayed on the virtual reality unit at a lead distance and a drop distance from the target as viewed through the virtual reality unit.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation in part of U.S. patent applicationSer. No. 14/969,302 filed Dec. 15, 2015, which is a continuation in partof U.S. patent application Ser. No. 14/686,398 filed Apr. 14, 2015,which is a continuation in part of U.S. patent application Ser. No.14/149,418 filed Jan. 7, 2014, granted as U.S. Pat. No. 9,261,332 onFeb. 16, 2016, which is a continuation in part of U.S. patentapplication Ser. No. 13/890,997 filed May 9, 2013, granted as U.S. Pat.No. 9,267,762 on Feb. 23, 2016. Each of the patent applicationsidentified above is incorporated herein by reference in its entirety toprovide continuity of disclosure.

FIELD OF THE INVENTION

The present invention relates to devices for teaching marksmen how toproperly lead a moving target with a weapon. More particularly, theinvention relates to optical projection systems to monitor and simulatetrap, skeet, and sporting clay shooting.

BACKGROUND OF THE INVENTION

Marksmen typically train and hone their shooting skills by engaging inskeet, trap or sporting clay shooting at a shooting range. The objectivefor a marksman is to successfully hit a moving target by tracking atvarious distances and angles and anticipating the delay time between theshot and the impact. In order to hit the moving target, the marksmanmust aim the weapon ahead of and above the moving target by a distancesufficient to allow a projectile fired from the weapon sufficient timeto reach the moving target. The process of aiming the weapon ahead ofthe moving target is known in the art as “leading the target.” “Lead” isdefined as the distance between the moving target and the aiming point.The correct lead distance is critical to successfully hit the movingtarget. Further, the correct lead distance is increasingly important asthe distance of the marksman to the moving target increases, the speedof the moving target increases, and the direction of movement becomesmore oblique.

Trap shooting range 200 comprises firing lanes 201 and trap house 202.Stations 203, 204, 205, 206, and 207 are positioned along radius 214from center 218 of trap house 202. Radius 214 is distance 216 fromcenter 218. Distance 216 is 48 feet. Each of stations 203, 204, 205,206, and 207 is positioned at radius 214 at equal arc lengths. Arclength 213 is 9 feet. Stations 208, 209, 210, 211, and 212 arepositioned along radius 215 from center 218. Radius 215 is distance 217from center 218. Distance 217 is 81 feet. Each of stations 208, 209,210, 211, and 212 is positioned at radius 215 at equal arc lengths. Arclength 227 is 12 feet. Field 226 has length 221 from center 218 alongcenter line 220 of trap house 202 to point 219. Length 221 is 150 feet.Boundary line 222 extends 150 feet from center 218 at angle 224 fromcenter line 220. Boundary line 223 extends 150 feet from center 218 atangle 225 from center line 220. Angles 224 and 225 are each 22° fromcenter line 220. Trap house 202 launches clay targets at varioustrajectories within field 226. Marksman 228 positioned at any ofstations 203, 204, 205, 206, 207, 208, 209, 210, 211, and 212 attemptsto shoot and break the launched clay targets.

FIGS. 3A, 3B, 3C, and 3D depict examples of target paths and associatedprojectile paths illustrating the wide range of lead distances anddistances required of the marksman. The term “projectile,” as used inthis application, means any projectile fired from a weapon but moretypically a shotgun round comprised of pellets of various sizes. Forexample, FIG. 3A shows a left to right trajectory 303 of target 301 andleft to right intercept trajectory 304 for projectile 302. In thisexample, the intercept path is oblique, requiring the lead to be agreater distance along the positive X axis. FIG. 3B shows a left toright trajectory 307 of target 305 and intercept trajectory 308 forprojectile 306. In this example, the intercept path is acute, requiringthe lead to be a lesser distance in the positive X direction. FIG. 3Cshows a right to left trajectory 311 of target 309 and interceptingtrajectory 312 for projectile 310. In this example, the intercept pathis oblique and requires a greater lead in the negative X direction. FIG.3D shows a proximal to distal and right to left trajectory 315 of target313 and intercept trajectory 316 for projectile 314. In this example,the intercept path is acute and requires a lesser lead in the negative Xdirection.

FIGS. 4A and 4B depict a range of paths of a clay target and anassociated intercept projectile. The most typical projectile used inskeet and trap shooting is a shotgun round, such as a 12-gauge round ora 20 gauge round. When fired, the pellets of the round spread out into a“shot string” having a generally circular cross-section. Thecross-section increases as the flight time of the pellets increases.Referring to FIG. 4A, clay target 401 moves along path 402. Shot string403 intercepts clay target 401. Path 402 is an ideal path, in that novariables are considered that may alter path 402 of clay target 401 onceclay target 401 is launched.

Referring to FIG. 4B, path range 404 depicts a range of potential flightpaths for a clay target after being released on a shooting range. Theflight path of the clay target is affected by several variables.Variables include mass, wind, drag, lift force, altitude, humidity, andtemperature, resulting in a range of probable flight paths, path range404. Path range 404 has upper limit 405 and lower limit 406. Path range404 from launch angle θ is extrapolated using:

$\begin{matrix}{x = {x_{o} + {v_{xo}t} + {\frac{1}{2}a_{x}t^{2}} + C_{x}}} & {{Eq}.\; 1} \\{y = {y_{o} + {v_{yo}t} + {\frac{1}{2}a_{y}t^{2}} + C_{y}}} & {{Eq}.\; 2}\end{matrix}$

where x is the clay position along the x-axis, x_(o) is the initialposition of the clay target along the x-axis, v_(xo) is the initialvelocity along the x-axis, a_(x) is the acceleration along the x-axis, tis time, and C_(x) is the drag and lift variable along the x-axis, y isthe clay position along the y-axis, y_(o) is the initial position of theclay target along the y-axis, v_(yo) is the initial velocity along they-axis, a_(y) is the acceleration along the y-axis, t is time, and C_(y)is the drag and lift variable along the x-axis. Upper limit 405 is amaximum distance along the x-axis with C_(x) at a maximum and a maximumalong the y-axis with C_(y) at a maximum. Lower limit 406 is a minimumdistance along the x-axis with C_(x) at a minimum and a minimum alongthe y-axis with C_(y) at a minimum. Drag and lift are given by:

$\begin{matrix}{F_{drag} = {\frac{1}{2}\rho \; v^{2}C_{D}A}} & {{Eq}.\; 3}\end{matrix}$

where F_(drag) is the drag force, Σ is the density of the air, v isv_(o), A is the cross-sectional area, and C_(D) is the drag coefficient;

$\begin{matrix}{F_{lift} = {\frac{1}{2}\rho \; v^{2}C_{L}A}} & {{Eq}.\; 4}\end{matrix}$

where F_(lift) is the lift force, ρ is the density of the air, v isv_(o), A is the planform area, and C_(L) is the lift coefficient.

Referring to FIG. 5, an example of lead from the perspective of themarksman is described. Marksman 501 aims weapon 502 at clay target 503moving along path 504 left to right. In order to hit clay target 503,marksman 501 must anticipate the time delay for a projectile fired fromweapon 502 to intercept clay target 503 by aiming weapon 502 ahead ofclay target 503 at aim point 505. Aim point 505 is lead distance 506ahead of clay target 503 along path 504. Marksman 501 must anticipateand adjust aim point 505 according to a best guess at the anticipatedpath of the target.

Clay target 503 has initial trajectory angles γ and β, positionalcoordinates x₁, y₁ and a velocity v₁. Aim point 505 has coordinates x₂,y₂. Lead distance 506 has x-component 507 and y-component 508.X-component 507 and y-component 508 are calculated by:

Δx=x ₂ −x ₁   Eq. 5

Δy=y ₂ −y ₁   Eq. 6

where Δx is x component 507 and Δy is y component 508. As γ increases,Δy must increase. As γ increases, Δx must increase. As β increases, Δymust increase.

The prior art has attempted to address the problems of teaching properlead distance with limited success. For example, U.S. Pat. No. 3,748,751to Breglia, et al. discloses a laser, automatic fire weapon simulator.The simulator includes a display screen, a projector for projecting amotion picture on the display screen. A housing attaches to the barrelof the weapon. A camera with a narrow band-pass filter positioned toview the display screen detects and records the laser light and thetarget shown on the display screen. However, the simulator requires themarksman to aim at an invisible object, thereby making the learningprocess of leading a target difficult and time-consuming.

U.S. Pat. No. 3,940,204 to Yokoi discloses a clay shooting simulationsystem. The system includes a screen, a first projector providing avisible mark on the screen, a second projector providing an infraredmark on the screen, a mirror adapted to reflect the visible mark and theinfrared mark to the screen, and a mechanical apparatus for moving themirror in three dimensions to move the two marks on the screen such thatthe infrared mark leads the visible mark to simulate a lead-sightingpoint in actual clay shooting. A light receiver receives the reflectedinfrared light. However, the system in Yokoi requires a complexmechanical device to project and move the target on the screen, whichleads to frequent failure and increased maintenance.

U.S. Pat. No. 3,945,133 to Mohon, et al. discloses a weapons trainingsimulator utilizing polarized light. The simulator includes a screen anda projector projecting a two-layer film. The two-layer film is formed ofa normal film and a polarized film. The normal film shows a backgroundscene with a target with non-polarized light. The polarized film shows aleading target with polarized light. The polarized film is layered ontop of the normal non-polarized film. A polarized light sensor ismounted on the barrel of a gun. However, the weapons training simulatorrequires two cameras and two types of film to produce the two-layeredfilm making the simulator expensive and time-consuming to build andoperate.

U.S. Pat. No. 5,194,006 to Zaenglein, Jr. discloses a shootingsimulator. The simulator includes a screen, a projector for displaying amoving target image on the screen, and a weapon connected to theprojector. When a marksman pulls the trigger a beam of infrared light isemitted from the weapon. A delay is introduced between the time thetrigger is pulled and the beam is emitted. An infrared light sensordetects the beam of infrared light. However, the training device inZaenglein, Jr. requires the marksman to aim at an invisible object,thereby making the learning process of leading a target difficult andtime-consuming.

U.S. Patent Publication No. 2010/0201620 to Sargent discloses a firearmtraining system for moving targets. The system includes a firearm, twocameras mounted on the firearm, a processor, and a display. The twocameras capture a set of stereo images of the moving target along themoving target's path when the trigger is pulled. However, the systemrequires the marksman to aim at an invisible object, thereby making thelearning process of leading a target difficult and time-consuming.Further, the system requires two cameras mounted on the firearm makingthe firearm heavy and difficult to manipulate leading to inaccurateaiming and firing by the marksman when firing live ammunition withoutthe mounted cameras.

The prior art fails to disclose or suggest a system and method forsimulating a lead for a moving target using generated images of targetsprojected at the same scale as viewed in the field and a phantom targetpositioned ahead of the targets having a variable contrast. The priorart further fails to disclose or suggest a system and method forsimulating lead in a virtual reality system. Therefore, there is a needin the art for a shooting simulator that recreates moving targets at thesame visual scale as seen in the field with a phantom target to teachproper lead of a moving target in a virtual reality platform.

SUMMARY

A system and method for simulating lead of a target includes a network,a simulation administrator connected to the network, a databaseconnected to the simulation administrator, and a user device connectedto the network. The user device includes a set of virtual reality unit,and a computer connected to the virtual reality unit and to the network.A set of position trackers are connected to the computer.

In a preferred embodiment, a target is simulated. In one embodiment, asimulated weapon is provided. In another embodiment, a set of sensors isattached to a real weapon. In another embodiment, a set of gloves havinga set of sensors is worn by a user. The system generates a simulatedtarget and displays the simulated target upon launch of the generatedtarget. The computer tracks the position of the generated target and theposition of the virtual reality unit and the weapon to generate aphantom target and a phantom halo. The generated phantom target and thegenerated phantom halo are displayed on the virtual reality unit at alead distance and a drop distance from the live target as viewed throughthe virtual reality unit. The computer determines a hit or a miss of thegenerated target using the weapon, the phantom target, and the phantomhalo. In one embodiment, the disclosed system and method is implementedin a two-dimensional video game.

The present disclosure provides a system which embodies significantlymore than an abstract idea including technical advancements in the fieldof data processing and a transformation of data which is directlyrelated to real world objects and situations. The disclosed embodimentscreate and transform imagery in hardware, for example, a weaponperipheral and a sensor attachment to a real weapon.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosed embodiments will be described with reference to theaccompanying drawings.

FIG. 1 is a plan view of a skeet shooting range.

FIG. 2 is a plan view of a trap shooting range.

FIG. 3A is a target path and an associated projectile path.

FIG. 3B is a target path and an associated projectile path.

FIG. 3C is a target path and an associated projectile path.

FIG. 3D is a target path and an associated projectile path.

FIG. 4A is an ideal path of a moving target.

FIG. 4B is a range of probable flight paths of a target.

FIG. 5 is a perspective view of a marksman aiming at a moving target.

FIG. 6 is a schematic of a simulator system of a preferred embodiment.

FIG. 7 is a schematic of a simulation administrator of a preferredembodiment.

FIG. 8 is a schematic of a user device of a simulator system of apreferred embodiment.

FIG. 9A is a side view of a user device of a virtual reality simulatorsystem of a preferred embodiment.

FIG. 9B is a front view of a user device of a virtual reality simulatorsystem of a preferred embodiment.

FIG. 10A is a side view of a simulated weapon for a virtual realitysystem of a preferred embodiment.

FIG. 10B is a side view of a real weapon with a set of sensors attachedfor a virtual reality system of a preferred embodiment.

FIG. 10C is a detail view of a trigger sensor of a preferred embodiment.

FIG. 10D is a detail view of a set of muzzle sensors of a preferredembodiment.

FIG. 10E is a detail view of a set of a transmitter base of a preferredembodiment.

FIG. 10F is a detail view of a set of muzzle sensors used with thetransmitter base of FIG. 10E of a preferred embodiment.

FIG. 10G is a detail view of a removable plug with light emitting diodesfor a weapon of a preferred embodiment.

FIG. 10H is a detail view of a removable plug with light emitting diodesattached to a weapon of a preferred embodiment.

FIG. 10I is a detail view of a removable collar with light emittingdiodes attached to a weapon of a preferred embodiment.

FIG. 10J is a side view of a weapon with an adjustable stock for avirtual reality simulator system of a preferred embodiment.

FIG. 10K is a detail view of a trigger sensor of a preferred embodiment.

FIG. 11A is a simulation view of a weapon having an iron sight of apreferred embodiment.

FIG. 11B is a simulation view of a weapon having a reflex sight of apreferred embodiment.

FIG. 11C is a simulation view of a weapon having a holographic sight ofa preferred embodiment.

FIG. 12 is a schematic view of a virtual reality simulation environmentof a preferred embodiment.

FIG. 13 is a command input menu for a virtual reality simulator systemof a preferred embodiment.

FIG. 14 is a flow chart of a method for runtime process of a virtualreality simulation system of a preferred embodiment.

FIG. 15A is top view of a user and a simulation environment of apreferred embodiment.

FIG. 15B is a flow chart of a method for determining a view for a userdevice with respect to a position and an orientation of the user deviceand the weapon.

FIG. 15C is a flow chart of a method for mapping the position andorientation of the user device and the weapon to the simulationenvironment for determining a display field of view a preferredembodiment.

FIG. 16A is a flowchart of a method for determining a phantom and haloof a preferred embodiment.

FIG. 16B is a plan view of a target and a phantom of a preferredembodiment.

FIG. 16C is an isometric view of a target and a phantom of a preferredembodiment.

FIG. 17 is a user point of view of a virtual reality simulation systemof a preferred embodiment.

FIG. 18 is an isometric view of an input device configured to be mountedon a rail system of a weapon of a preferred embodiment.

FIG. 19 is a simulation view that shows beams being projected from abarrel of a weapon of a preferred embodiment.

FIG. 20A is a five stand field of a preferred embodiment.

FIG. 20B is a sporting clay field of a preferred embodiment.

FIG. 21A is diagram of a preferred embodiment.

FIG. 21B is a diagram of a virtual reality system of a preferredembodiment.

FIG. 21C is a diagram of an augmented reality system of a preferredembodiment.

FIG. 22A is a diagram of a system using a positioning detector at an endof a barrel in a preferred embodiment.

FIG. 22B is a diagram of a system using a positioning detector mountedunder a barrel in a preferred embodiment.

FIG. 22C is a diagram of a system using sight markings in a preferredembodiment.

FIG. 22D is a diagram of a system using sight markings and a sensorthimble in a preferred embodiment.

FIG. 22E is a diagram of a positioning detector in a preferredembodiment.

FIGS. 23A and 23B are diagrams of a trigger unit in a preferredembodiment.

FIG. 23C is a diagram of a processor board of a trigger unit in apreferred embodiment.

FIGS. 24A and 24B are diagrams of a mounting arbor in a preferredembodiment.

FIGS. 24C and 24D are diagrams of a barrel clamp in a preferredembodiment.

FIGS. 25A through 25D are diagrams of electronic cartridges in preferredembodiments.

FIGS. 25E and 25F are diagrams of a sensor arbor in a preferredembodiment.

FIG. 25G is a diagram of a sensor thimble in a preferred embodiment.

FIG. 26 is a diagram of a computer implemented method for determining alauncher location of a preferred embodiment.

FIG. 27 is a diagram of graphs of a pellet spread of a preferredembodiment.

FIG. 28A is a diagram of a computer implemented method for simulatingdigital clay targets of a preferred embodiment.

FIG. 28B is a diagram of an original image captured by an augmentedreality system in a preferred embodiment.

FIG. 28C is a diagram spatial map and anchors in an augmented realitysystem in a preferred embodiment.

FIG. 28D is a diagram of a virtual reality simulation in a preferredembodiment.

FIG. 29A is a diagram of initializing a computer implemented simulationof shooting a digital clay target.

FIG. 29B is a diagram for calculating a lead distance.

FIG. 29C is a diagram of an image from the system.

FIG. 29D is a diagram of a spatial map from the system.

FIG. 30 is a diagram control movements in a preferred embodiment.

FIG. 31 is a flowchart of a method for processing control signals in apreferred embodiment.

DETAILED DESCRIPTION

It will be appreciated by those skilled in the art that aspects of thepresent disclosure may be illustrated and described herein in any of anumber of patentable classes or context including any new and usefulprocess, machine, manufacture, or composition of matter, or any new anduseful improvement thereof. Therefore, aspects of the present disclosuremay be implemented entirely in hardware, entirely in software (includingfirmware, resident software, micro-code, etc.) or combining software andhardware implementation that may all generally be referred to herein asa “circuit,” “module,” “component,” or “system.” Further, aspects of thepresent disclosure may take the form of a computer program productembodied in one or more computer readable media having computer readableprogram code embodied thereon.

Any combination of one or more computer readable media may be utilized.The computer readable media may be a computer readable signal medium ora computer readable storage medium. For example, a computer readablestorage medium may be, but not limited to, an electronic, magnetic,optical, electromagnetic, or semiconductor system, apparatus, or device,or any suitable combination of the foregoing. More specific examples ofthe computer readable storage medium would include, but are not limitedto: a portable computer diskette, a hard disk, a random access memory(“RAM”), a read-only memory (“ROM”), an erasable programmable read-onlymemory (“EPROM” or Flash memory), an appropriate optical fiber with arepeater, a portable compact disc read-only memory (“CD-ROM”), anoptical storage device, a magnetic storage device, or any suitablecombination of the foregoing. Thus, a computer readable storage mediummay be any tangible medium that can contain, or store a program for useby or in connection with an instruction execution system, apparatus, ordevice.

A computer readable signal medium may include a propagated data signalwith computer readable program code embodied therein, for example, inbaseband or as part of a carrier wave. The propagated data signal maytake any of a variety of forms, including, but not limited to,electro-magnetic, optical, or any suitable combination thereof. Acomputer readable signal medium may be any computer readable medium thatis not a computer readable storage medium and that can communicate,propagate, or transport a program for use by or in connection with aninstruction execution system, apparatus, or device. Program codeembodied on a computer readable signal medium may be transmitted usingany appropriate medium, including but not limited to wireless, wireline,optical fiber cable, RF, or any suitable combination thereof.

Computer program code for carrying out operations for aspects of thepresent disclosure may be written in any combination of one or moreprogramming languages, including an object oriented programming languagesuch as Java, Scala, Smalltalk, Eiffel, JADE, Emerald, C++, C#, VB.NET,Python or the like, conventional procedural programming languages, suchas the “C” programming language, Visual Basic, Fortran 2003, Perl, COBOL2002, PHP, ABAP, dynamic programming languages such as Python, Ruby andGroovy, or other programming languages.

Aspects of the present disclosure are described with reference toflowchart illustrations and/or block diagrams of methods, systems andcomputer program products according to embodiments of the disclosure. Itwill be understood that each block of the flowchart illustrations and/orblock diagrams, and combinations of blocks in the flowchartillustrations and/or block diagrams, can be implemented by computerprogram instructions. These computer program instructions may beprovided to a processor of a general purpose computer, special purposecomputer, or other programmable data processing apparatus to produce amachine, such that the instructions, which execute via the processor ofthe computer or other programmable instruction execution apparatus,create a mechanism for implementing the functions/acts specified in theflowchart and/or block diagram block or blocks.

These computer program instructions may also be stored in a computerreadable medium that when executed can direct a computer, otherprogrammable data processing apparatus, or other devices to function ina particular manner, such that the instructions when stored in thecomputer readable medium produce an article of manufacture includinginstructions which when executed, cause a computer to implement thefunction/act specified in the flowchart and/or block diagram block orblocks. The computer program instructions may also be loaded onto acomputer, other programmable instruction execution apparatus, or otherdevices to cause a series of operational steps to be performed on thecomputer, other programmable apparatuses or other devices to produce acomputer implemented process such that the instructions which execute onthe computer or other programmable apparatus provide processes forimplementing the functions/acts specified in the flowchart and/or blockdiagram block or blocks.

Referring to FIG. 6, system 600 includes network 601, simulationadministrator 602 connected to network 601, and user device 604connected to network 601. Simulation administrator 602 is furtherconnected to simulation database 603 for storage of relevant data. Forexample, data includes a set of target data, a set of weapon data, and aset of environment data.

In one embodiment, network 601 is a local area network. In anotherembodiment, network 601 is a wide area network, such as the internet. Inother embodiments, network 601 includes a combination of wide areanetworks and local area networks, includes cellular networks.

In a preferred embodiment, user device 604 communicates with simulationadministrator 602 to simulation database 603 to generate and project asimulation that includes a target, a phantom, and a phantom haloadjacent to the target as will be further described below.

In another embodiment, simulation administrator 602 generates asimulation that includes a target, a phantom, a phantom halo adjacent tothe target, and a weapon image as will be further described below andsends the simulation to user device for projection.

FIG. 1 depicts the general dimensions of a skeet shooting range. Skeetshooting range 100 is a skeet field that includes eight shooterpositions with 2 launcher locations. Cameras 150 and 151 are located inpositions to view houses 101 and 102 and launchers 103 and 109. Skeetshooting range 100 has high house 101 and low house 102 separated bydistance 111. Distance 111 is about 120 feet. Launcher 103 is adjacenthigh house 101. Launcher 109 is adjacent low house 102. Station 110 isequidistant from high house 101 and low house 102 at distance 112.Distance 112 is about 60 feet. Station 106 is equidistant from highhouse 101 and low house 102 and generally perpendicular to distance 111at distance 113. Distance 113 is 45 feet. Station 106 is distance 114from launcher 103. Distance 114 is about 75 feet. Stations 104 and 105are positioned along arc 121 between launcher 103 and station 106 atequal arc lengths. Each of arc lengths 122, 123, and 124 is about 27feet. Stations 107 and 108 are positioned along arc 121 between station106 and launcher 109 at equal arc lengths. Each of arc lengths 125, 126,and 127 is 26 feet, 8⅜ inches.

Target flight path 116 extends from high house 101 to marker 117. Marker117 is positioned about 130 feet from high house 101 along target flightpath 115. Target flight path 115 extends from low house 102 to marker118. Marker 118 is about 130 feet from low house 102 along target flightpath 116. Target flight paths 115 and 116 intersect at target crossingpoint 119. Target crossing point 119 is positioned distance 120 fromstation 110 and is 15 feet above the ground. Distance 120 is 18 feet.Clay targets are launched from high house 101 and low house 102 alongtarget flight paths 115 and 116, respectively. Marksman 128 positionedat any of stations 104, 105, 106, 107, 108, and 110 and launchers 103and 109 attempts to shoot and break the launched clay targets.

FIG. 2 depicts the general dimensions of a trap shooting range. Trapshooting range 200 is a trap field that includes five shooter locationswith one launcher location. Cameras 250 and 251 are located in positionsto view trap house 202. Once all of the coordinates are set and thefield dimensions are known, one good video at a normal lens setting at60 frames per second (fps) of one trajectory can be used to recreate atrajectory and phantom position from any point of view (POV).

Referring to FIG. 7, simulation administrator 701 includes processor702, network interface 703 connected to processor 702, and memory 704connected to processor 702. Simulation application 705 is stored inmemory 704 and executed by processor 702. Simulation application 705includes position application 706, statistics engine 707, and target andphantom generator 708.

In a preferred embodiment, simulation administrator 701 is a PowerEdgeC6100 server and includes a PowerEdge C410x PCIe Expansion Chassisavailable from Dell Inc. Other suitable servers, server arrangements,and computing devices known in the art may be employed.

In one embodiment, position application 706 communicates with a positiontracker connected to the user device to detect the position of the userdevice for simulation application 705. Statistics engine 707communicates with a database to retrieve relevant data and generaterenderings according desired simulation criteria, such as desiredweapons, environments, and target types for simulation application 705.Target and phantom generator 708 calculates and generates a target alonga target path, a phantom target, and a phantom halo for the desiredtarget along a phantom path for simulation application, as will befurther described below.

Referring to FIG. 8, user device 800 includes computer 801 connected toheadset 802. Computer 801 is further connected to replaceable battery803, microphone 804, speaker 805, and position tracker 806.

Computer 801 includes processor 807, memory 809 connected to processor807, and network interface 808 connected to processor 807. Simulationapplication 810 is stored in memory 809 and executed by processor 807.Simulation application 810 includes position application 811, statisticsengine 812, and target and phantom generator 813. In a preferredembodiment, position application 811 communicates with position tracker806 to detect the position of headset 802 for simulation application810. Statistics engine 812 communicates with a database to retrieverelevant data and generate renderings according desired simulationcriteria, such as desired weapons, environments, and target types forsimulation application 810. Target and phantom generator 813 calculatesand generates a target along a target path, a phantom target, and aphantom halo for the desired target along a phantom path for simulationapplication 810, as will be further described below.

Input device 814 is connected to computer 801. Input device 814 includesprocessor 815, memory 816 connected to processor 815, communicationinterface 817 connected to processor 815, a set of sensors 818 connectedto processor 815, and a set of controls 819 connected to processor 815.

In one embodiment, input device 814 is a simulated weapon, such as ashot gun, a rifle, or a handgun. In another embodiment, input device 814is a set of sensors connected to a disabled real weapon, such as a shotgun, a rifle, or a handgun, to detect movement and actions of the realweapon. In another embodiment, input device 814 is a glove having a setof sensors worn by a user to detect positions and movements of a hand ofa user.

Headset 802 includes processor 820, battery 821 connected to processor820, memory 822 connected to processor 820, communication interface 823connected to processor 820, display unit 824 connected to processor 820,and a set of sensors 825 connected to processor 820.

Referring to FIGS. 9A and 9B, a preferred implementation of user device800 is described as user device 900. User 901 wears virtual reality unit902 having straps 903 and 904. Virtual reality unit 902 is connected tocomputer 906 via connection 905. Computer 906 is preferably a portablecomputing device, such as a laptop or tablet computer, worn by user 901.In other embodiments, computer 906 is a desktop computer or a server,not worn by the user. Any suitable computing device known in the art maybe employed. Connection 905 provides a data and power connection fromcomputer 906 to virtual reality unit 902.

Virtual reality unit 902 includes skirt 907 attached to straps 903 and904 and display portion 908 attached to skirt 907. Skirt 907 covers eyes921 and 916 of user 901. Display portion 908 includes processor 911,display unit 910 connected to processor 911, a set of sensors 912connected to processor 911, communication interface 913 connected toprocessor 911, and memory 914 connected to processor 911. Lens 909 ispositioned adjacent to display unit 910 and eye 921 of user 901. Lens915 is positioned adjacent to display unit 910 and eye 916 of user 901.Virtual reality unit 902 provides a stereoscopic three-dimensional viewof images to user 901.

User 901 wears communication device 917. Communication device 917includes earpiece speaker 918 and microphone 919. Communication device917 is preferably connected to computer 906 via a wireless connectionsuch as a Bluetooth connection. In other embodiments, other wireless orwired connections are employed. Communication device 917 enables voiceactivation and voice control of a simulation application stored in thecomputer 906 by user 901.

In one embodiment, virtual reality unit 902 is the Oculus Rift headsetavailable from Oculus VR, LLC. In another embodiment, virtual realityunit 902 is the HTC Vive headset available from HTC Corporation. In thisembodiment, a set of laser position sensors 920 is attached to anexternal surface virtual reality unit 902 to provide position data ofvirtual reality unit 902. Any suitable virtual reality unit known in theart may be employed.

In certain embodiments, set of sensors 912 include sensors related toeye tracking. When the sensors related to eye tracking are based oninfrared optical tracking, the set of sensors 912 includes one or moreinfrared light sources and one or more infrared cameras. Light from theinfrared light sources is reflected from one or more surfaces of theuser eye and is received by the infrared cameras. The reflected light isreduced to a digital signal which is representative of the positions ofthe user eye. These signals are transmitted to the computer. Computer906 and processor 911 then determine the positioning and direction ofthe eyes of the user and record eye tracking data. With the eye trackingdata, computer 906 determines whether the user is focusing on thesimulated target or on the phantom target; how quickly a user focusseson the simulated target or phantom target; how long it takes for theuser to aim the weapon after focusing on the simulated target or phantomtarget; how long the user focusses on the simulated target or phantomtarget before pulling the trigger; how long it takes the user to see andfocus on the next target; whether the user's eyes were shut or closedbefore, during, or after the pull of the trigger; and so on. Computer906 also determines eye training statistics based on the eye trainingdata and the eye tracking data collected over multiple shots and roundsof the simulation. Feedback is given to the user that includes and isbased on the eye tracking data, the eye training data, and the eyetraining statistics.

In certain embodiments, the laser position sensors 920 are lightemitting diodes (LEDs) that act as markers that can be seen or sensed byone or more cameras or sensors. Data from the cameras or sensors isprocessed to derive the location and orientation of virtual reality unit902 based on the LEDs. Each LED emits light using particulartransmission characteristics, such as phase, frequency, amplitude, andduty cycle. The differences in the phase, frequency, amplitude, and dutycycle of the light emitted by the LEDs allows for a sensor to identifyeach LED by the LED's transmission characteristics. In certainembodiments, the LEDs on virtual reality unit 902 are spaced withplacement characteristics so that there is a unique distance between anytwo LEDs, which gives the appearance of a slightly randomized placementon virtual reality unit 902. The transmission characteristics along withplacement characteristics of the LEDs on virtual reality unit 902 allowsthe simulation system to determine the location and orientation ofvirtual reality unit 902 by sensing as few as three LEDs with a cameraor other sensor.

In a preferred embodiment, a simulation environment that includes atarget is generated by computer 906. Computer 906 further generates aphantom target and a phantom halo in front of the generated target basedon a generated target flight path. The simulation environment includingthe generated target, the phantom target, and the phantom halo aretransmitted from computer 906 to virtual reality unit 902 for viewingadjacent eyes 916 and 921 of user 901, as will be further describedbelow. The user aims a weapon at the phantom target to attempt to shootthe generated target.

Referring FIG. 10A in one embodiment, simulated weapon 1001 includestrigger 1002 connected to set of sensors 1003, which is connected toprocessor 1004. Communication interface 1005 is connected to processor1004 and to computer 1009. Battery 1026 is connected to processor 1004.Simulated weapon 1001 further includes a set of controls 1006 attachedto an external surface of simulated weapon 1001 and connected toprocessor 1004. Set of controls 1006 includes directional pad 1007 andselection button 1008. Battery 1026 is connected to processor 1004.Actuator 1024 is connected to processor 1004 to provide haptic feedback.

In a preferred embodiment, simulated weapon 1001 is a shotgun. It willbe appreciated by those skilled in the art that other weapon types maybe employed.

In one embodiment, simulated weapon 1001 is a Delta Six first personshooter controller available from Avenger Advantage, LLC. In anotherembodiment, simulated weapon 1001 is an airsoft weapon or air gunreplica of a real weapon. In another embodiment, simulated weapon 1001is a firearm simulator that is an inert detailed replica of an actualweapons, such as “blueguns” from Ring's Manufacturing. Other suitablesimulated weapons known in the art may be employed.

In a preferred embodiment, set of sensors 1003 includes a positionsensor for trigger 1002 and a set of motion sensors to detect anorientation of simulated weapon 1001.

In a preferred embodiment, the position sensor is a Hall Effect sensor.In this embodiment, a magnet is attached to trigger 1002. Other types ofHall Effect sensor or any other suitable sensor type known in the artmay be employed.

In a preferred embodiment, the set of motion sensors is a 9-axis motiontracking system-in-package package sensor, model no. MP11-9150 availablefrom InverSense®, Inc. In this embodiment, the 9-axis sensor combines a3-axis gyroscope, a 3-axis accelerometer, an on-board digital motionprocessor, and a 3-axis digital compass. In other embodiments, othersuitable sensors and/or suitable combinations of sensors may beemployed.

Referring to FIGS. 10B, 10C, and 10D in another embodiment, weapon 1010includes simulation attachment 1011 removably attached to its stock.Simulation attachment 1011 includes on-off switch 1012 and pair button1013 to communicate with computer 1009 via Bluetooth connection. Anysuitable wireless connection may be employed. Trigger sensor 1014 isremovably attached to trigger 1022 and in communication with simulationattachment 1011. A set of muzzle sensors 1015 is attached to a removableplug 1016 which is removable inserted into barrel 1023 of weapon 1010.Set of muzzle sensors 1015 include a processor 1017, battery 1018connected to processor 1017, gyroscope 1019 connected to processor,accelerometer 1020 connected to processor 1017, and compass 1021connected to processor 1017.

In one embodiment, set of muzzle sensors 1015 and removable plug 1016are positioned partially protruding outside of barrel 1023 of weapon1010.

In one embodiment, weapon 1010 includes rail 1025 attached to its stockin any position. In this embodiment, set of muzzle sensors 1015 ismounted to rail 1025.

In one embodiment, weapon 1010 fires blanks to provide live recoil to auser.

It will be appreciated by those skilled in the art that any weapon maybe employed as weapon 1010, including any rifle or handgun. It will befurther appreciated by those skilled in the art that rail 1025 isoptionally mounted to any type of weapon. Set of muzzle sensors 1015 maybe mounted in any position on weapon 1010. Any type of mounting meansknown in the art may be employed.

Referring to FIG. 10E, base 1028 comprises a sensor system that includesa magnetic field detector used to determine the location and orientationof a weapon, such as weapon 1010 with removable plug 1016 shown in FIG.10F. Base 1028 includes processor 1032, which is connected tocommunication interface 1034, power source 1036, memory 1038, first coil1040, second coil 1042, and third coil 1044. First coil 1040, secondcoil 1042, and third coil 1044 form the magnetic field detector of thesensor system of base 1028.

Processor 1032 of base 1028 receives positioning signals via first coil1040, second coil 1042, and third coil 1044 that are used to determinethe position and orientation of a weapon used in the simulation system.In a preferred embodiment, each of the positioning signals received viafirst coil 1040, second coil 1042, and third coil 1044 can bedifferentiated from one another by one or more of each positioningsignal's phase, frequency, amplitude, and duty cycle so that eachpositioning signal transmitted by each coil is distinct. The differencesin the positioning signals allow base 1028 to determine the position ofa transmitting device, such as removable plug 1016 of FIG. 10F, based onthe positioning signals that indicates the relative position betweenbase 1028 and the transmitting device.

Referring to FIG. 10F, removable plug 1016 is inserted into an underbarrel of weapon 1010 and transmits positioning signals used todetermine the location an orientation of removable plug 1016 and theweapon removable plug 1016 is connected to. Removable plug 1016 includesprocessor 1017, which is connected to battery 1018, communicationinterface 1046, first coil 1048, second coil 1050, and third coil 1052.First coil 1048, second coil 1050, and third coil 1052 form magneticfield transmitters of a sensor system of removable plug 1016. Themagnetic fields generated and transmitted by first coil 1048, secondcoil 1050, and third coil 1052 are positioning signals used to determinethe location and orientation of removable plug 1016, for example, bybase 1028 of FIG. 10E.

Processor 1017 transmits positioning signals from first coil 1048,second coil 1050, and third coil 1052 that are received by processor1032 of base 1028. From the transmitted positioning signals, therelative location and orientation between removable plug 1016 and base1028 is determined so that the precise location of removable plug 1016with respect to base 1028 is derived. The determinations and derivationsmay be performed by one or more of processor 1032 of base 1028,processor 1017 of removable plug 1016, and a processor of anothercomputer of the simulation system, such as computer 1009. Once theposition of removable plug 1016 is known, the position and orientationof weapon 1010 is determined based on the location and orientation ofremovable plug 1016, the geometry of removable plug 1016, the geometryof weapon 1010, and the placement of removable plug 1016 on weapon 1010.With the position and orientation of weapon 1010, the simulationapplication can display a simulated version of weapon 1010, calculatethe proper position of a phantom target, and provide suggestedadjustments to improve a user's marksmanship.

In an alternative embodiment, the sensor system of base 1028 includesthe magnetic field transmitter and the sensor system of removable plug1016 includes the magnetic field detector. In alternative embodiments,removable plug 1016 includes threading that corresponds to threadingwith the barrel of the weapon that is commonly used for a shotgun chokeand removable plug 1016 is fitted and secured to the barrel of theweapon via the threading.

Referring to FIG. 10G, removable collar 1054 fits onto barrel 1056 of aweapon, such as weapon 1010 of FIG. 10B. Removable collar 1054 includestip 1058 and three members 1060, 1062, and 1064. Members 1060, 1062, and1064 extend from a first side of tip 1058 that touches barrel 1056 whenremovable collar 1054 is fitted to barrel 1056. Removable collar 1054includes light emitting diodes (LEDs), such as LEDs 1066 on member 1060,LEDs 1068 on member 1062, and LEDs on member 1064, and LEDs 1070 on tip1058. Removable collar 1054 includes additional LEDs that are occludedon FIG. 10G, such as on member 1064 and on tip 1058. The LEDs onremovable collar 1054 may emit infrared light to be invisible to a useror may emit light in the visible spectrum. Removable collar 1054 acts asa marker from which the location and orientation of the weapon can bederived.

The LEDs on removable collar 1054 each emit light using particulartransmission characteristics, such as phase, frequency, amplitude, andduty cycle. The differences in the phase, frequency, amplitude, and dutycycle of the light emitted by the LEDs allows for a sensor to identifyeach LED on removable collar 1054 by the LED's transmissioncharacteristics. The LEDs on removable collar 1054 are spaced withplacement characteristics so that there is a unique distance between anytwo LEDs, which gives the appearance of a slightly randomized placementon removable collar 1054. The transmission characteristics along withplacement characteristics of the LEDs on removable collar 1054 allowsthe simulation system to determine the location and orientation of theremovable plug by sensing as few as three LEDs with a camera or othersensor. Once the location and orientation of removable collar 1054 isdetermined, the location and orientation of the weapon to whichremovable collar 1054 is attached is derived based on the knowngeometries of removable collar 1054 and the weapon, which are stored ina database.

Referring to FIG. 10H, removable collar 1054 is fitted onto barrel 1056of a weapon. Inner portions of members 1060-1064 are rubberized and maycontain an adhesive to prevent movement of removable collar 1054 withrespect to the weapon it is attached to. After removable collar 1054 isinstalled for the first time to a weapon, the simulation system iscalibrated to associate the location and orientation, including a rollangle, of removable collar 1054 to the location and orientation of theweapon.

In alternative embodiments, the portion of removable collar 1054 thatfits against the barrel of the weapon is shaped to fit with only oneorientation with respect to the weapon. The removable collar 1054 mayinclude additional members that fit around the iron sight of the weaponso that there is only one possible fitment of removable collar 1054 tothe weapon and the process of calibration can be reduced or eliminated.

Referring to FIG. 10I, removable collar 1054 is fitted to weapon 1010.Weapon 1010 is an over-under shotgun with over barrel 1056, under barrel1057, and top rail 1059. Removable collar 1054 comprises a hollowportion 1055 that allows for the discharge of live or blank rounds ofammunition during the simulation. A front surface of removable collar1054 is flush with the front surfaces of barrel 1057 so that theposition of removable collar 1054 with respect to each of barrels 1056and 1057 is known and the trajectory of shots from weapon 1010 can beproperly simulated. Removable collar 1054 includes hollow portion 1055,member 1061, mounting screws 1063, battery 1018, processor 1017, andLEDs 1067. Removable collar 1054 is customized to the particular shapeof weapon 1010, which may include additional iron sights. Removablecollar 1054 does not interfere with the sights of weapon 1010 so thatweapon 1010 can be aimed normally while removable collar 1054 is fittedto weapon 1010.

Member 1061 is a flat elongated member that allows for removable collar1054 to be precisely and tightly fitted to the end of barrel 1057 ofweapon 1010 after removable collar 1054 is slid onto the end of barrel1057. Member 1061 with mounting screws 1063 operate similar to a C-clampwith mounting screws 1063 pressing into member 1061 and thereby securingremovable collar 1054 to the end of barrel 1057 with sufficient force sothat the position and orientation of removable collar 1054 with respectto weapon 1010 is not altered by the firing of live rounds or blankrounds of ammunition with weapon 1010.

Battery 1018 is connected to and powers the electrical components withinremovable collar 1054 including processor 1017 and LEDs 1067. Processor1017 controls LEDs 1067. In additional embodiments removable collar 1054includes one or more, accelerometers, gyroscopes, compasses, andcommunication interfaces connected to processor 1017. The sensor datafrom the accelerometers, gyroscopes, and compasses is sent fromremovable collar 1054 to computer 1009 via the communication interface.Removable collar 1054 includes button 1069 to turn on, turn off, andinitiate the pairing of removable collar 1054.

LEDs 1067 emit light that is sensed by one or more cameras or sensors,from which the locations and orientations of removable collar 1054 andweapon 1010 can be determined. The locations and orientations aredetermined from the transmission characteristics of the light emittedfrom LEDs 1067, and the placement characteristics of LEDs 1067.

Weapon 1010, to which removable collar 1054 is fitted, is loaded withone or more live or blank rounds of ammunition that discharge throughthe hollow portion 1055 of removable collar 1054 when a trigger ofweapon 1010 is pulled so that blank rounds or live rounds of ammunitioncan be used in conjunction with the simulation. Using blank rounds orlive rounds with the simulation allows for a more accurate and realisticsimulation of the shooting experience, including the experience ofre-aiming weapon 1010 for a second shot after feeling the kickback fromthe discharge of a blank or live round from a first shot.

In alternative embodiments, the weapon is a multiple shot weapon, suchas an automatic rifle, a semi-automatic shotgun, or a revolver. With amultiple shot weapon the simulation experience includes the feeling ofthe transition between shots, such as the cycling of the receiver of asemi-automatic shotgun. When the weapon comprises an automatic orsemi-automatic receiver, the simulation displays the ejection of a spentshell casing that may not correspond to the actual path or trajectory ofthe actual spent shell casing. Additional embodiments track the locationof the spent shell casing as it is ejected and match the location andtrajectory of the simulated shell casing to the location and trajectoryof the spent shell casing. Additional embodiments also include one ormore additional sensors, electronics, and power supplies embedded withinthe housing of removable collar 1054.

Referring to FIG. 10J, weapon 1072 is adapted for use in a simulation bythe fitment of removable collar 1054 to the barrel of weapon 1072.Weapon 1072 is a try gun that includes a stock 1074 with adjustablecomponents to fit users of different heights and statures. Eachcomponent may include electronic sensors that measure the length, angle,or position of the component so that weapon 1072 can be properlydisplayed in a simulation.

Stock 1074 of weapon 1072 includes comb 1076 with comb angle adjuster1078 and comb height adjuster 1080. Comb 1076 rests against a cheek of auser to improve stability of weapon 1072 during use. The height of comb1076 is adjustable via manipulation of comb height adjuster 1080. Theangle of comb 1076 is adjustable via manipulation of comb angle adjuster1078.

Stock 1074 of weapon 1072 also includes butt plate 1082 with butt plateangle adjuster 1084 and trigger length adjuster 1086. Trigger length1088 is the length from trigger 1090 to butt plate 1082. Butt plate 1082rests against a shoulder of a user to improve stability of weapon 1072during use. Trigger length 1088 from butt plate 1082 to trigger 1090 isadjustable via manipulation of trigger length adjuster 1086. The angleof butt plate 1082 is adjustable via manipulation of butt plate angleadjuster 1084.

When weapon 1072 used in a virtual reality simulation system withremovable collar 1054, suggested adjustments to comb 1076 and butt plate1082 are optionally provided. If shots are consistently to the right orleft of an ideal shot placement for a right handed shooter, it may besuggested to increase or decrease trigger length 1088, respectively. Ifshots are consistently above or below the ideal shot placement, it maybe suggested to decrease or increase the height of comb 1076,respectively.

Referring to FIG. 10K, an alternative embodiment of trigger sensor 1014is shown. Weapon 1010 includes trigger 1022 and trigger guard 1027.Trigger sensor 1014 is specially shaped and contoured to fit securely tothe front of trigger guard 1027. Once trigger sensor 1014 is slid ontotrigger guard 1027, screws 1041 are tightened to further secure triggersensor 1014 to trigger guard 1027 and weapon 1010.

Pull ring 1029 is connected to string 1030, which winds upon spindle1031. Spindle 1031 includes spring 1033, which keeps tension on string1030 and biases pull ring 1029 to be pulled away from trigger 1022 andtowards trigger guard 1027 and trigger sensor 1014. In the restingstate, there is no slack in string 1030 and pull ring 1029 rests againsttrigger sensor 1014.

Sensor 1035 provides data indicative of the rotation and/or position ofspindle 1031. In one preferred embodiment, sensor 1035 is apotentiometer that is connected to and turns with spindle 1031, where avoltage of the potentiometer indicates the position of spindle 1031 anda change in voltage indicates a rotation of spindle 1031. In anotherpreferred embodiment, sensor 1035 includes one or more photo emittersand photo detectors that surround an optical encoder wheel that isattached to spindle 1031, where light from the photo emitters passesthrough the encoder wheel to activate certain photo detectors toindicate the position of spindle 1031.

Controller 1037 receives data from sensor 1035 to determine the state oftrigger sensor 1014 and communicates the state of trigger sensor 1014 bycontrolling the output of LED 1039 to create a coded signal thatcorresponds to the state of trigger sensor 1014. In a preferredembodiment, the states of trigger sensor 1014 include: pull ring notengaged, pull ring engaged but trigger not pulled, pull ring engaged andtrigger is pulled. Controller 1037, LED 1039, and sensor 1035 arepowered by battery 1043.

The state of trigger sensor 1014 is communicated by controlling theoutput LED 1039 with controller 1037. The output of LED 1039 forms acoded signal to indicate the state of trigger sensor 1014 and can alsobe used to aid in the determination of the position and orientation ofweapon 1010 when the position of trigger sensor 1014 with respect toweapon 1010 and the geometry of weapon 1010 are known. The output of LED1039 is cycled on and off to flash with a particular phase, frequency,amplitude, and duty cycle that form a set of output characteristics.Different output characteristics are used to indicate different statesof trigger sensor 1014. A first set of output characteristics or firstcode is used to indicate the pull ring not engaged state, a second setof output characteristics or second code is used to indicate the pullring engaged but trigger not pulled state, and a third set of outputcharacteristics or third code is used to indicate the pull ring engagedand trigger is pulled state. In one embodiment, the pull ring notengaged state is indicated by a set of output characteristics where theduty cycle is 0% and/or the amplitude is 0 so that LED 1039 does notturn on. An external sensor or camera, such as one of position trackers1205, 1206, and 1215 can be used to determine the state of triggersensor 1014 by detecting the output from LED 1039 and decoding theoutput characteristics to determine which state trigger sensor 1014 isin.

In an alternative embodiment, pull ring 1029 and string 1030 eachinclude conductive material, trigger sensor 1014 includes a pull-upresistor connected to an input of controller 1037, and controller 1037is electrically grounded to trigger guard 1027. When trigger 1022 andtrigger guard 1027 are electrically connected and conductive pull ring1029 is touched to trigger 1022, the pull-up resister is grounded tochange the state of the input of controller 1037 so that controller 1037can determine whether pull ring 1029 is touching trigger 1022. Assumingthat the user only touches pull ring 1029 to trigger 1022 whenattempting to pull trigger 1022, the determination of whether pull ring1029 is touching trigger 1022 can be used to indicate that the triggerhas been pulled, which is communicated by changing the output coding ofLED 1039.

Referring to FIGS. 11A, 11B, and 11C, different types and styles ofsights may be used on weapons used with the simulation. Additionally,the simulation may display a sight on a weapon that is different fromthe sight actually on the weapon to allow different types of sights tobe tested. In alternative embodiments, the halo around the phantomtarget can be adjusted to match or include the sight profile of thesight being used on the weapon.

In FIG. 11A, weapon 1102 includes iron sight 1104. Iron sight 1104comprises two components, one proximate to the tip of the barrel ofweapon 1102 and one distal to the tip of weapon 1102, that when alignedindicate the orientation of weapon 1102 to a user of weapon 1102.

In FIG. 11B, weapon 1102 includes reflex sight 1106, also referred to asa red-dot sight, which may be in addition to an iron sight on weapon1102. Reflex sight 1106 is mounted on the barrel of weapon 1102 andincludes sight profile 1108 shown as a dot. Sight profile 1108 may takeany size, shape, color, or geometry and may include additional dots,lines, curves, and shapes of one or more colors. A user can only see thesight profile 1108 when the head of the user is properly positioned withrespect to reflex sight 1106.

In FIG. 11C, weapon 1102 includes holographic sight 1110, which may bein addition to an iron sight. Holographic sight 1110 is mounted to thereceiver of weapon 1102 and includes sight profile 1112 shown as acombination circle with dashes. Sight profile 1112 may take any size,shape, color, or geometry and may include additional dots, lines,curves, and shapes of one or more colors. A user can only see the sightprofile 1112 when the head of the user is properly positioned withrespect to holographic sight 1110.

Referring to FIG. 12, in simulation environment 1200, user 1201 wearsuser device 1202 connected to computer 1204 and holds weapon 1203. Eachof position trackers 1205, 1206, and 1215 is connected to computer 1204.Position tracker 1205 has field of view 1207. Position tracker 1206 hasfield of view 1208. Position tracker 1215 has field of view 1216. User1201 is positioned in fields of view 1207, 1208, and 1216.

In one embodiment, weapon 1203 is a simulated weapon. In anotherembodiment, weapon 1203 is a real weapon with a simulation attachment.In another embodiment, weapon 1203 is a real weapon and user 1201 wearsa set of tracking gloves 1210. In other embodiments, user 1201 wears theset of tracking gloves 1210 and uses the simulated weapon or the realweapon with the simulation attachment.

In a preferred embodiment, each of position trackers 1205, 1206, and1215 is a near infrared CMOS sensor having a refresh rate of 60 Hz.Other suitable position trackers known in the art may be employed. Forexample, position trackers 1205, 1206, and 1215 can be embodiments ofbase 1028 of FIG. 10E.

In a preferred embodiment, position trackers 1205, 1206, and 1215capture the vertical and horizontal positions of user device 1202,weapon 1203 and/or set of gloves 1210. For example, position tracker1205 captures the positions and movement of user device 1202 and weapon1203, and/or set of gloves 1210 in the y-z plane of coordinate system1209 and position tracker 1206 captures the positions and movement ofuser device 1202 and weapon 1203 and/or set of gloves 1210 in the x-zplane of coordinate system 1209. Further, a horizontal angle and aninclination angle of the weapon are tracked by analyzing image data fromposition trackers 1205, 1206, and 1215. Since the horizontal angle andthe inclination angle are sufficient to describe the aim point of theweapon, the aim point of the weapon is tracked in time.

In a preferred embodiment, computer 1204 generates the set of targetdata includes a target launch position, a target launch angle, and atarget launch velocity of the generated target. Computer 1204 retrievesa set of weapon data based on a desired weapon, including a weapon typee.g., a shotgun, a rifle, or a handgun, a set of weapon dimensions, aweapon caliber or gauge, a shot type including a load, a caliber, apellet size, and shot mass, a barrel length, a choke type, and a muzzlevelocity. Other weapon data may be employed. Computer 1204 furtherretrieves a set of environmental data that includes temperature, amountof daylight, amount of clouds, altitude, wind velocity, wind direction,precipitation type, precipitation amount, humidity, and barometricpressure for desired environmental conditions. Other types ofenvironmental data may be employed.

Position trackers 1205, 1206, and 1215 capture a set of position imagedata of user device 1202, weapon 1203 and/or set of gloves 1210 and theset of images is sent to computer 1204. Sensors in user device 1202,weapon 1203 and/or set of gloves 1210 detect a set of orientation dataand sends the set of orientation data to computer 1204. Computer 1204then calculates a generated target flight path for the generated targetbased on the set of target data, the set of environment data, and theposition and orientation of the user device 1202. The position andorientation of the user device 1202, the weapon 1203 and/or set ofgloves 1210 are determined from the set of position image data and theset of orientation data. Computer 1204 generates a phantom target and aphantom halo based on the generated target flight path and transmits thephantom target and the phantom halo to user device 1202 for viewing byuser 1201. User 1201 aims weapon 1203 at the phantom target and thephantom halo to attempt to hit the generated target. Computer 1204detects a trigger pull on weapon 1203 by a trigger sensor and/or afinger sensor and determines a hit or a miss of the generated targetbased on the timing of the trigger pull, the set of weapon data, theposition and orientation of user device 1202, weapon 1203, and/or set ofgloves 1210, the phantom target, and the phantom halo.

In an alternative embodiment, the set of gloves is replaced by a thimbleworn on the trigger finger of the shooter and a simulation attachment onthe weapon. The simulation attachment on the weapon indicates theposition and direction of the weapon and the trigger finger thimble isused to indicate when the trigger is pulled. The positions of thesimulation attachment and the thimble are tracked by position trackers1205, 1206, and 1215. When the user provides a “pull” command, such asby vocalizing the word “pull” that is picked up via voice recognition,the system launches a target and arms the trigger finger thimble, sothat when sufficient movement of the thimble relative to the weapon isdetected, the system will identify the trigger as being pulled and firethe weapon in the simulation. When the thimble is not armed, movement ofthe thimble with respect to the weapon is not used to identify if thetrigger has been pulled.

When weapon 1203 is loaded with live or blank rounds of ammunition, thedischarge of the live or blank rounds of ammunition are detected by oneor more sensors, such as a microphone, of user device 1202. When thedischarge of a live or blank round of ammunition is detected and weapon1203 is a multi-shot weapon that includes a receiver that cycles betweenshots, the simulation displays the cycling of the receiver after thedischarge of the live or blank round of ammunition is detected. Whenweapon 1203 is a revolver, the simulation displays the rotation of thecylinder. When the system detects the discharge of a number of rounds oflive or blank ammunition that is equal to the maximum number of roundsthat can be stored in weapon 1203, the system provides an indication tothe user, via user device 1202, that it is time to reload weapon 1203.

Referring to FIG. 13, command menu 1300 includes simulation type 1301,weapon type 1302, weapon options 1312, ammunition 1303, target type1304, station select 1305, phantom toggle 1306, day/night mode 1307,environmental conditions 1308, freeze frame 1309, instant replay 1310,and start/end simulation 1311. Simulation type 1301 enables a user toselect different types of simulations. For example, the simulation typeincludes skeet shooting, trap shooting, sporting clays, and hunting.Weapon type 1302 enables the user to choose from different weapon typesand sizes. Weapon types include shot guns, rifles, handguns, airsoftweapons, air guns, and so on. Weapon sizes include the differentcalibers or gauges for the weapon's type. The user further enters aweapon sensor location, for example, in the muzzle or on a rail, andwhether the user is right or left handed. Weapon options 1312 enablesthe user to select different weapon options relating the weapon selectedvia weapon type 1302. Weapon options 1312 include optional accessoriesthat can be mounted to the weapon, such as tactical lights, laser aimingmodules, forward hand grips, telescopic sights, reflex sights, red-dotsights, iron sights, holographic sights, bipods, bayonets, and so on,including iron sight 1104, reflex sight 1106, and holographic sight 1110of FIG. 11. Weapon options 1312 also include one or more beams to besimulated with the weapon, such as beams 1906, 1912, 1916, 1920, 1924,1928, 1932, and 1936 of FIG. 19, which show an approximated trajectoryof a shot and are optionally adjusted for one or more of windage andgravity. Ammunition 1303 enables the user to select different types ofammunition for the selected weapon type. Target type 1304 enables theuser to select different types of targets for the simulation, includingclay targets, birds, rabbits, drones, helicopters, airplanes, and so on.Each type of target includes a target size, a target color, and a targetshape. Station select 1305 enables the user to choose different stationsto shoot from, for example, in a trap shooting range, a skeet shootingrange, a sporting clays course, or a field. The user further selects anumber of shot sequences for the station select. In a preferredembodiment, the number of shot sequences in the set of shot sequences isdetermined by the type of shooting range used and the number of targetflight path variations to be generated. For example, the representativenumber of shot sequences for a skeet shooting range is at least eight,one shot sequence per station. More than one shot per station may beutilized.

In a preferred embodiment, each simulation type 1301 is associated withone or more animated virtual reality shooting scenarios. As one example,when simulation type 1301 is hunting, the animated virtual realityshooting scenario includes a scenario for learning how to shoot overdogs. The shooting over dogs scenario displays an animated dog going onpoint as a part of the hunt in the simulation so that the user can learnto shoot the target and avoid shooting the dog.

Phantom toggle 1306 allows a user to select whether to display a phantomtarget and a phantom halo during the simulation. The user furtherselects a phantom color, a phantom brightness level, and a phantomtransparency level.

In certain embodiments, phantom toggle 1306 includes additional helpoptions that adjust the amount of “help” given to the user based on howwell the user is doing, such as with aim sensitive help and with dynamichelp. When aim sensitive help is selected, aim sensitive help isprovided that adjusts one or more of the transparency, color, and sizeof one or more beams from weapon options 1312, phantom targets, andhalos based on how close the aim point of the weapon is to a phantomtarget. With aim sensitive help, the beams, phantom targets, and halosare displayed with less transparency, brighter colors, and larger sizesthe further off-target the aim point of the weapon is. Conversely, thebeams, phantom targets, and halos are displayed with more transparency,darker colors, and smaller sizes when the weapon is closer to beingaimed on-target.

When dynamic help is selected, the amount of help provided to the userfor each shot is adjusted dynamically based on how well the user isperforming with respect to one or more of each shot, each round, and thesimulation overall. When more help is provided, beams, phantom targets,and halos are given more conspicuous characteristics and, conversely,when less help is provided, the beams, phantom targets, and halos areshown more passively or not at all. The amount of help is dynamic inthat when the previous one or more shots hit the target, a lesser amountof help is provided on the next one or more shots and, conversely, whenthe previous one or more shots did not hit the target, more help isprovided for the subsequent one or more shots. As the user's skill leveladvances, the brightness of the phantom target can diminish until it istransparent—the user has learned correct lead by rote repetition and nolonger needs the phantom as a visual aide.

Day/night mode 1307 enables the user to switch the environment betweendaytime and nighttime. Environmental conditions 1308 enables the user toselect different simulation environmental conditions includingtemperature, amount of daylight, amount of clouds, altitude, windvelocity, wind direction, precipitation type, precipitation amount,humidity, and barometric pressure. Other types of environmental data maybe employed. Freeze frame 1309 allows the user to “pause” thesimulation. Instant replay 1310 enables the user replay the last shotsequence including the shot attempt by the user. Start/end simulation1311 enables the user to start or end the simulation. In one embodiment,selection of 1301, 1302, 1312, 1303, 1304, 1305, 1306, 1307, 1308, 1309,1310, and 1311 is accomplished via voice controls. In anotherembodiment, selection of 1301, 1302, 1312, 1303, 1304, 1305, 1306, 1307,1308, 1309, 1310, and 1311 is accomplished via a set of controls on asimulated weapon as previously described.

Referring to FIG. 14, runtime method 1400 for a target simulation willbe described. At step 1401, a baseline position and orientation of theuser device and a baseline position and orientation of the weapon areset. In this step, the computer retrieves a set of position image datafrom a set of position trackers, a set of orientation data from a set ofsensors in the user device, the weapon and/or a set of gloves and savesthe current position and orientation of the user device and the weaponinto memory. Based on the simulation choice, the virtual position of thelauncher relative to the position and orientation of the user device isalso set. If the user device is oriented toward the virtual location ofthe launcher, a virtual image of the launcher will be displayed. At step1402, a set of target flight data, a set of environment data, and a setof weapon data are determined from a set of environment sensors and adatabase.

In a preferred embodiment, the set of weapon data is downloaded andsaved into the database based on the type of weapon that is in use andthe weapon options selected to be used with the weapon. In a preferredembodiment, the set of weapon data includes a weapon type e.g., ashotgun, a rifle, or a handgun, a weapon caliber or gauge, a shot typeincluding a load, a caliber, a pellet size, and shot mass, a barrellength, a choke type, and a muzzle velocity. Other weapon data may beemployed. In a preferred embodiment, the weapon options include one ormore accessories and beams, including iron sight 1104, reflex sight1106, and holographic sight 1110 of FIG. 11, and including beams 1906,1912, 1916, 1920, 1924, 1928, 1932, and 1936 of FIG. 19.

In a preferred embodiment, the set of environment data is retrieved fromthe database and includes a wind velocity, an air temperature, analtitude, a relative air humidity, and an outdoor illuminance. Othertypes of environmental data may be employed.

In a preferred embodiment, the set of target flight data is retrievedfrom the database based on the type of target in use. In a preferredembodiment, the set of target flight data includes a launch angle of thetarget, an initial velocity of the target, a mass of the target, atarget flight time, a drag force, a lift force, a shape of the target, acolor of the target, and a target brightness level. In alternativeembodiments, the target is a self-propelled flying object, such as abird or drone, which traverses the simulated environment at a constantair speed.

At step 1403, the target and environment are generated from the set oftarget flight data and the set of environmental data. At step 1404, avirtual weapon image that includes the selected weapon options isgenerated and saved in memory. In this step, images and the set ofweapon data of the selected weapon and the selected weapon options forthe simulation is retrieved from the database. At step 1405, the targetis launched and the target and environment are displayed in the userdevice. In a preferred embodiment, a marksman will initiate the launchwith a voice command such as “pull.”

At step 1406, a view of the user device with respect to a virtual targetlaunched is determined, as will be further described below.

At step 1407, a phantom target and a phantom halo are generated based ona target path and the position and orientation of the user, as will befurther described below. The target path is determined from the targetposition the target velocity using Eqs. 1-4. At step 1408, the generatedphantom target and the generated phantom halo are sent to the userdevice and displayed, if the user device is oriented toward the targetpath. The generated weapon is displayed with the selected weapon optionsif the user device is oriented toward the position of the virtual weaponor the selected weapon options.

At step 1409, whether the trigger on the weapon has been pulled isdetermined from a set of weapon sensors and/or a set of glove sensors.In one preferred embodiment with the trigger sensor of FIG. 10K, thedetermination of whether the trigger is pulled is made responsive todetecting one of the codes that correspond to the state of triggersensor 1014 from the output of LED 1039 by a sensor, such as one ofposition trackers 1205, 1206, and 1215 of FIG. 12.

If the trigger has not been pulled, then method 1400 returns to step1405. If the trigger has been pulled, then method 1400 proceeds to step1410.

At step 1410, a shot string is determined. In this step, a set ofposition trackers capture a set of weapon position images. In this step,a set of weapon position data is received from a set of weapon sensors.The shot string is calculated by:

A _(shot string) =πR _(string) ²   Eq. 7

R _(string) =R _(initial) +v _(spread) t   Eq. 8

where A_(shot string) is the area of the shot string, R_(string) is theradius of the shot string, R_(initiai) is the radius of the shot as itleaves the weapon, v_(spread) is the rate at which the shot spreads, andt is the time it takes for the shot to travel from the weapon to thetarget. An aim point of the weapon is determined from the set of weaponposition images and the set of weapon position data. A shot stringposition is determined from the position of the weapon at the time offiring and the area of the shot string.

At step 1411, if the user device is oriented along the muzzle of theweapon, the shot string is displayed on the user device at the shotstring position. Separately, a gunshot sound is played and weapon actionis displayed. Weapon action is based on the type of the weapon andincludes the display of mechanical movements of the weapon, such as themovement of a semi-automatic receiver and the strike of a hammer of theweapon.

At step 1412, whether the phantom target has been “hit” is determined.The simulation system determines the position of the shot string, aspreviously described. The simulation system compares the position of theshot string to the position of the phantom target. The shot string isoptionally displayed as an elongated cloud of any color that moves fromthe tip of the user device towards the shot location, which, ideally, isthe target and provides visual feedback to the user of the path taken bythe shot string. When the elongated cloud is close to the user deviceshortly after firing, the diameter of the elongated cloud is about oneinch. When the elongated cloud is close to the target, about twenty fiveyards away from the user, the diameter of the cloud has expandedlinearly to about twenty five inches.

If the position of the shot string overlaps the position of the phantomtarget, then the phantom target is “hit.” If the position of the shotstring does not overlap the phantom target, then the phantom target is“missed.”

If the phantom target is hit and the user device is oriented toward thehit location, then method 1400 displays an animation of the target beingdestroyed on the user device at the appropriate coordinates and plays asound of the target being destroyed at step 1413. At step 1414, thesimulation system records a “hit” in the database.

If a “miss” is determined at step 1412, then method 1400 proceeds tostep 1415. At step 1415, whether the phantom halo is hit is determined.In this step, whether the shot string overlaps an area of the phantomhalo by a percentage greater than or equal to a predetermined percentageis determined. For example, the predetermined percentage is 50%. Whetherthe shot string overlaps at least 50% of the area of the phantom halo isdetermined. Any predetermined percentage may be employed.

If the position of the shot string overlaps the phantom halo by apercentage greater than or equal to the predetermined percentage, then a“hit” is determined and method 1400 proceeds to step 1413, where thetarget hit is displayed.

If at step 1415, the shot string does not overlap the area of thephantom halo by a percentage greater than or equal to the predeterminedpercentage, then a “miss” is determined and the simulation systemrecords a “miss” in the database at step 1416.

The number of targets that are hit, the number of targets that aremissed, the location of each shot with respect to the phantom target,and the location of the shot string with respect to the trajectory ofthe target are generated to form tracking data. The tracking data isanalyzed to provide insights and suggested adjustments for how toimprove the user's performance with the simulation system.

At step 1417, whether an end command has been received to complete thesimulation is determined. If not received, then method 1400 advances tothe next target at step 1418.

If an end command has been received and the simulation is complete, thena trend of shot attempts is analyzed at step 1419 by retrieving a numberof “hits” in the set of shot sequences and a number of “misses” in theset of shot sequences from the database. In this step, a shotimprovement is determined by evaluating the number of hits in the set ofshot sequences and the number of misses in the set of shot sequences.Method 1400 ends at step 1420.

Referring to FIG. 15A, user 1500 wears user device 1501 and holds weapon1502 in simulation environment 1503. Simulation environment 1503 is avirtual sphere spanning 360° in all directions surrounding user 1500.User device 1501 has field of view 1504. Field of view 1504 is a conethat has angular range α and spans an arcuate portion (in twodimensions) or a sectorial portion (in three dimensions) of simulationenvironment 1503. User device orientation vector 1505 bisects field ofview 1504 and angular range α into equal angles β. Weapon 1502 hasweapon orientation vector 1506. Each of user device orientation vector1505 and weapon orientation vector 1506 is independent of each other.The positions of user device 1501, weapon 1502, user device orientationvector 1505, and weapon orientation vector have Cartesian x,y,zcoordinates. Simulation environment 1503 has spherical coordinates.Simulation environment 1503 includes virtual target launcher 1507,virtual target 1508, phantom target 1509 and phantom halo 1510. As canbe seen, weapon 1502, virtual target 1508, phantom target 1509, andphantom halo 1510 are in field of view 1504 of user device 1501. Virtualtarget launcher 1507 is not in field of view 1504 of user device 1501.Weapon 1502, virtual target 1508, phantom target 1509 and phantom halo1510 will be displayed in user device 1501 and virtual target launcher1507 will not be displayed in user device 1501.

In a preferred embodiment, angular range α is approximately 110° andeach of equal angles β is approximately 55°. Other angular ranges may beemployed.

Referring to FIG. 15B, step 1406 will be further described as method1511 for determining a view for a user device with respect to a positionand an orientation of the user device and the weapon. Method 1511 beginsat step 1512. At step 1513, a set of current position image data isretrieved from a set of position trackers and a set of current positionand orientation data is retrieved from the user device and the weaponand/or set of gloves. At step 1514, a set of motion detection data isreceived from a set of sensors in the user device to determine movementof the user device and from the weapon and/or set of gloves to determinemovement of the weapon. At step 1515, the set of motion detection dataand the position of the user device and the weapon and/or set of glovesare combined to determine an x, y, z position of the user device and theweapon and a roll, pitch, and yaw or detection of the user device andthe weapon. The current x, y, z orientation vectors for the user deviceand the weapon are calculated from the difference between the baselineposition and orientation and the current position and orientation of theuser device and the weapon. The set of motion detection data received isthe roll, pitch, and yaw orientation movement of the head of the userand the weapon. At step 1516, the current positions and orientationvectors of the user device and the weapon are mapped to the simulationenvironment. In a preferred embodiment, the current positions andorientation vectors are a 1:1 ratio to the positions and orientationvectors in the simulation environment. For example, for every inchand/or degree that the user device and/or the weapon moves and/orrotates, the view of the user and/or the simulated weapon moves one inchand/or rotates one degree in the simulated environment. Other ratios maybe employed. The mapping determines the display view, as will be furtherdescribed below. At step 1517, the simulation environment that would bevisible to the user based on the orientation of the user device and theweapon is displayed. Method 1500 ends at step 1518.

Referring to FIG. 15C, step 1516 will be further described as method1519 for mapping the position and orientation of the user device and theweapon to the simulation environment for determining a display field ofview. At step 1520, the x, y, z positions of the weapon and the weaponorientation vector are retrieved. At step 1521, the x, y, z positions ofthe weapon and the weapon orientation vector are converted to sphericalcoordinates (r, θ, φ) using:

$\begin{matrix}{r = \sqrt{x^{2} + y^{2} + z^{2}}} & {{Eq}.\; 9} \\{\theta = {\arccos \left( \frac{z}{\sqrt{x^{2} + y^{2} + z^{2}}} \right)}} & {{Eq}.\; 10} \\{\phi = {\arctan \left( \frac{y}{x} \right)}} & {{Eq}.\; 11}\end{matrix}$

At step 1522, the weapon is rendered in the simulation environment atthe spherical position and orientation vector. At step 1523, the x, y, zpositions of the user device and the user device orientation vector areretrieved. At step 1524, the x, y, z positions of the user device andthe user device orientation vector are converted to sphericalcoordinates (r, θ, φ) using Eqs. 9, 10, and 11. At step 1525, thedisplay field of view is determined from the spherical orientationvector coordinates. In this step, equal angles β are measured from theuser device orientation vector to define the display field of view as asector of the simulation environment in spherical coordinates. At step1526, the field of view sector is compared to the simulation environmentto determine a portion of the simulation environment within the field ofview sector. At step 1527, the portion of the simulation environmentwithin the field of view sector is displayed on the user device as thedisplay field of view. At step 1528, the spherical position andorientation vector of the weapon is compared to the field of view sectorto determine whether the weapon is in the display field of view. If theweapon is not in the display field of view, then method 1519 returns tostep 1520. If the weapon is in the display field of view, then at step1529, the weapon is displayed on the user device at the sphericalposition and orientation. Method 1519 then returns to step 1520.

Referring to FIG. 16A, step 1407 will be further described as method1600 for generating a phantom target and a phantom halo. At step 1601, aphantom path is extrapolated. Referring to FIGS. 16B and 16C, target1606 is launched from launch point 1611 and moves along target path 1607at position P₁. Phantom target 1608 moves along phantom path 1609 aheadof target 1606 at position P₂. Position P₂ is lead distance 1610 anddrop distance 1616 from position P₁. Phantom path 1609 varies as target1606 and target path 1607 varies, thereby varying lead distance 1610.Marksman 1612 is positioned at distance 1613 from launch point 1611.Marksman 1612 aims at phantom target 1608 and shoots along shot path1614 to intercept target 1606. Target path 1607 is extrapolated overtime using the set of target flight data. Target path 1607 is calculatedusing Eqs. 1-4.

Referring to FIG. 16B, lead distance 1610 is calculated using targetpath 1607, the relative marksman location, and the set of weapon data.

$\begin{matrix}{D_{P_{2}} \approx \frac{D_{S_{2}}\tan \mspace{11mu} \phi_{2}}{{\cos \mspace{11mu} \theta \mspace{11mu} \tan \mspace{11mu} \phi_{2}} - {\sin \mspace{11mu} \theta}}} & {{Eq}.\; 12} \\{D_{P_{1}} \approx \frac{D_{S_{1}}\tan \mspace{11mu} \phi_{1}}{{\cos \mspace{11mu} \theta \mspace{11mu} \tan \mspace{11mu} \phi_{1}} - {\sin \mspace{11mu} \theta}}} & {{Eq}.\; 13}\end{matrix}$

where D_(P) ₂ is the distance of phantom target 1608 at position P₂ fromlaunch point 1611, D_(S) ₂ is the distance from marksman 1612 to phantomtarget 1608 along shot path 1614, φ₂ is the angle between shot path 1614and distance 1613, θ is the launch angle between target path 1607 anddistance 1613, D_(P) ₁ is the distance of target 1606 at position P₁from launch point 1611, D_(S) ₁ is the distance from marksman 1612 totarget 1606 along shot path 1615, φ₁ is the angle between shot path 1615and distance 1613, θ is the launch angle between target path 1607 anddistance 1613. Lead distance 1610 is:

$\begin{matrix}{D_{Lead} \approx {D_{P_{2}} - D_{P_{1}}}} & {{Eq}.\; 14} \\{D_{Lead} \approx \frac{A\; \Delta \; D_{S}\mspace{11mu} \tan \mspace{11mu} C\; {\Delta\phi}}{{\cos \mspace{11mu} B\; \theta \mspace{11mu} \tan \mspace{11mu} C\; {\Delta\phi}} - {\sin \mspace{11mu} B\; \theta}}} & {{Eq}.\; 15}\end{matrix}$

where D_(Lead) is lead distance 1610, ΔD_(S) is the difference betweenthe distances of shot paths 1614 and 1615, Δφ is the difference betweenangles φ₂ and φ₁, θ is the launch angle between target path 1607 anddistance 1613, A is a variable multiplier for shot size, gauge, and shotmass, B is a variable multiplier for θ including vibration of a targetthrower and a misaligned target in the target thrower, and C is avariable multiplier for drag, lift, and wind.

For example, the approximate times it takes for a 7½ shot size shellwith an initial muzzle velocity of approximately 1,225 feet per secondto travel various distances is shown in Table 1.

TABLE 1 Time and Distances of a 7½ Shot Distance from barrel Time(seconds)  30 feet 0.027  60 feet 0.060  90 feet 0.097 120 feet 0.139150 feet 0.186 180 feet 0.238

Various lead distances between target 1606 and phantom target 1608 fortarget 1606 having an initial velocity of approximately 30 mph is shownin Table 2.

TABLE 2 Lead Distances with a 7 1/2 Shot on a Full Crossing ShotDistance from Barrel Lead Distance 60 feet 2.64 feet 90 feet 4.62 feet120 feet  5.56 feet

Referring to FIG. 16C, phantom path 1609 is offset from target path 1607by drop distance 1616 to simulate and compensate for the averageexterior ballistics drop of a shot.

The “drop of a shot” is the effect of gravity on the shot during thedistance traveled by the shot. The shot trajectory has a near parabolicshape. Due to the near parabolic shape of the shot trajectory, the lineof sight or horizontal sighting plane will cross the shot trajectory attwo points called the near zero and far zero in the case where the shothas a trajectory with an initial angle inclined upward with respect tothe sighting device horizontal plane, thereby causing a portion of theshot trajectory to appear to “rise” above the horizontal sighting plane.The distance at which the weapon is zeroed, and the vertical distancebetween the sighting device axis and barrel bore axis, determine theamount of the “rise” in both the X and Y axes, i.e., how far above thehorizontal sighting plane the rise goes, and over what distance itlasts.

Drop distance 1616 is calculated by:

$\begin{matrix}{D_{Drop} \approx {v_{t}\tau \mspace{11mu} {\ln \mspace{11mu}\left\lbrack {\cosh \mspace{11mu} \left( \frac{t_{impact}}{\tau} \right)} \right\rbrack}}} & {{Eq}.\; 16}\end{matrix}$

where D_(Drop) is drop distance 1616, t_(impact) is the time requiredfor a shot string fired by marksman 1612 to impact phantom target 1608.T_(impact) is determined by a set of lookup tables having various impacttimes at predetermined distances for various shot strings.

$\begin{matrix}{{v_{t} = \sqrt{\frac{2\; {mg}}{C\; \rho \; A}}},{and}} & {{Eq}.\; 17} \\{\tau = \frac{v_{t}}{g}} & {{Eq}.\; 18}\end{matrix}$

where v_(t) is the terminal velocity of target 1606, m is the mass oftarget 1606, g is the vertical acceleration due to gravity, C is thedrag coefficient for target 1606, ρ is the density of the air, A is theplanform area of target 1606, and τ is the characteristic time.

Referring to FIGS. 16A and 16C, at step 1602, phantom halo 1617 isdetermined. Phantom halo 1617 is a simulation of a shot string at adistance of the phantom target from the position of the marksman. In apreferred embodiment, an area of phantom halo 1617 is determined fromthe set of weapon data and calculated by:

A _(shot string) =πR _(string) ²   Eq. 19

R _(string) =γR _(initial) +v _(spread) t   Eq. 20

A_(phantom halo)=A_(shot string)   Eq. 21

where A_(shot string) is the area of the shot string, R_(string) is theradius of the shot string, R_(initial) is the radius of the shot as itleaves the weapon, γ is a variable multiplier for any choke applied tothe weapon as determined from the set of weapon data, v_(spread) is therate at which the shot spreads, and t is the time it takes for the shotto travel from the weapon to the target. A_(phantom halo) is the area ofphantom halo 1617.

In one embodiment, the area of phantom halo 1617 varies as the amount ofchoke applied to the weapon varies.

Returning to FIG. 16A, at step 1603, a relative contrast value betweenthe target and a background surrounding the target is analyzed bycalculating the difference between a grayscale brightness of the targetand an average brightness of the background surrounding the target andthe difference between an average color of the target and a color of thebackground surrounding the target based on a desired day/night settingand a set of desired environmental conditions.

At step 1604, a color and a contrast level of a phantom target isdetermined. In a preferred embodiment, the phantom target includes a setof pixels set at a predetermined contrast level. The predeterminedcontrast level is determined by the difference of the color between thephantom target and the target and the difference of the brightnessbetween the phantom target and the target. In this embodiment, thepredetermined contrast level is a range from a fully opaque image to afully transparent image with respect to the image of the target and theimage of the background.

In a preferred embodiment, the set of pixels is set at a predeterminedcolor. For example, blaze orange has a pixel equivalent setting of R232, G 110, B0.

At step 1605, a color and contrast level of the phantom halo isdetermined. In a preferred embodiment, the phantom halo includes a setof pixels set at a predetermined contrast level. The predeterminedcontrast level is determined by the difference of the color between thephantom halo and the target and the difference of the brightness betweenthe phantom halo and the target. In this embodiment, the predeterminedcontrast level is a range from a fully opaque image to a fullytransparent image with respect to the image of the target and the imageof the background.

In a preferred embodiment, the set of pixels is set at a predeterminedcolor. For example, black has a pixel equivalent setting of R 0, G 0, B0. Any color may be employed.

Referring to FIG. 17, a view of a simulation from the perspective of amarksman wearing a user device, such as user device 900, is shown.Through display 1700, background environment 1701 and target 1702 areviewed. Phantom target 1703 is projected at a lead distance and at adrop distance from target 1702. Phantom halo 1704 is projectedsurrounding phantom target 1703. Marksman 1705 aims weapon 1706 atphantom target 1703.

In a preferred embodiment, shot center 1707 appears on display 1700 whenmarksman 1705 pulls a trigger of weapon 1706. Shot string 1708 surroundsshot center 1707. In a preferred embodiment, shot string 1708 is asimulation of a shot pellet spread fired from weapon 1706.

In an alternative embodiment, shot center 1707 is not displayed and shotstring 1708 is displayed traveling from the barrel of weapon 1706 alonga trajectory. The trajectory, size, positioning, and flight path of shotstring 1708 are based on the location and orientation of weapon 1706 andare based on the type of ammunition selected for the simulation. Whenshot string 1708 intersects target 1702, target 1702 is destroyed. Animage of one or more of target 1702, phantom target 1703, and phantomhalo 1704 can be paused and displayed at their respective locations whenthe trigger of weapon 1706 was pulled while the target 1702 continues tomove along its trajectory and shot string 1708 continues to move alongits trajectory.

Referring to FIG. 18, an isometric view shows an input device configuredto be mounted on a rail system of a weapon. Input device 1802 is to bemounted to rail system 1804 of weapon 1806.

Weapon 1806 includes barrel 1808, sight 1846, frame 1842, member 1844,cylinder 1810, hammer 1812, handle 1814, trigger 1816, trigger guard1818, trigger sensor 1860, and rail interface system 1804. Weapon 1806is a double-action revolver wherein operation of trigger 1816 cocks andreleases hammer 1812. Rotation of cylinder 1810 is linked to movement ofhammer 1812 and trigger 1816.

Barrel 1808 is connected to frame 1842 and member 1844. Member 1844supports barrel 1808 and is the portion of weapon 1806 to which railinterface system 1804 is mounted. In alternative embodiments, railinterface system 1804 is mounted to other parts or portions of weapon1806, such as being directly mounted to barrel 1808.

Frame 1842 connects barrel 1808, member 1844, trigger guard 1818,trigger 1816, handle 1814, hammer 1812, and cylinder 1810. Frame 1842and handle 1814 house the mechanisms that create action between trigger1816, cylinder 1810, and hammer 1812.

Rail interface system 1804 is a rail system for interfacing additionalaccessories to weapon 1806, such as tactical lights, laser aimingmodules, forward hand grips, telescopic sights, reflex sights, red-dotsights, iron sights, holographic sights, bipods, bayonets, and so on.Rail interface system 1804 may conform to one or more standard railsystems, such as the Weaver rail mount, the Picatinny rail (also knownas MIL-STD-1913), and the NATO Accessory Rail. Rail interface system1804 includes screws 1820, base 1822, member 1848, and rail 1826.

Screws 1820 fit and secure rail interface system 1804 to member 1844 ofweapon 1806. Screws 1820 compress base 1822 and member 1848 of railinterface system 1804 against member 1844 of weapon 1806.

Rail 1826 includes ridges 1824, slots 1850, and angled surfaces 1856.The longitudinal axis of rail 1826 is substantially parallel to thelongitudinal axis of barrel 1808. Slots 1850 are the lateral voids orslots between ridges 1824 that are perpendicular to both thelongitudinal axis of rail 1826 and the longitudinal axis of barrel 1808.Rail 1826 also includes a longitudinal slot 1852 that runs along thelength of rail 1826 and is substantially parallel to the longitudinalaxis of barrel 1808. Angled surfaces 1856 of rail 1826 allow for theprecise mounting of accessories to rail 1826.

Input device 1802 includes rail mount 1828, first portion 1830, secondportion 1832, battery 1834, processor 1836, LEDs 1854, button 1838, andscrews 1840. Input device 1802 slides longitudinally onto rail 1826 ofrail interface system 1804 of weapon 1806 and its position is secured byscrews 1840. The front surface of input device 1802 is flush with aridge 1824 of rail 1826 so that the location and orientation of inputdevice 1802 with respect to barrel 1808 is known and the firing ofweapon 1806 can be accurately simulated.

Rail mount 1828 of input device 1802 includes first portion 1830, secondportion 1832, and angled surfaces 1858. Angled surfaces 1858 of railmount 1828 correspond to angled surfaces 1856 of rail 1826 to allow fora tight and precise fitment of input device 1802 to rail interfacesystem 1804. Screws 1840 of input device 1802 compress first portion1830 and second portion 1832 against rail 1826 of rail interface system1804 with sufficient force to prevent changes in the positioning ororientation of input device 1802 with respect to weapon 1806 as weapon1806 is being used.

Battery 1834 of input device 1802 is connected to and powers theelectrical components within input device 1802 including processor 1836and LEDs 1854. Processor 1836 controls LEDs 1854. In additionalembodiments, input device 1802 includes one or more sensors,accelerometers, gyroscopes, compasses, and communication interfaces. Thesensor data from the sensors, accelerometers, gyroscopes, and compassesis sent from input device 1802 to a computer, such as computer 801 ofFIG. 8, via the communication interface. Input device 1802 includesbutton 1838 to turn on, turn off, and initiate the pairing of inputdevice 1802.

LEDs 1854 emit light that is sensed by one or more cameras or sensors,from which the locations and orientations of input device 1802 andweapon 1806 can be determined. The locations and orientations aredetermined from the transmission characteristics of the light emittedfrom LEDs 1854, and the placement characteristics of LEDs 1854.

Trigger sensor 1860 detects the pull of trigger 1816 when trigger 1816presses onto pressure switch 1862 with sufficient movement and force.When hammer 1812 is fully cocked, trigger 1816 rests just above pressureswitch 1862 so that any additional movement will release hammer 1812 andwill activate pressure switch 1862. One or more wires 1864 electricallyconnect trigger sensor 1860 to processor 1836 so that processor 1836 candetermine when trigger 1816 is pulled when blanks or live rounds are notused. Trigger sensor 1860 is contoured to fit onto the back end oftrigger guard 1818 behind trigger 1816 and trigger sensor 1860 issecured onto trigger guard 1818 by screws 1866.

In a two wire embodiment, current from processor 1836 through a firstwire of wires 1864 to trigger sensor 1860 is returned through a secondwire of wires 1864. In an alternative embodiment, wire 1864 is a singlewire and a return path for the current from processor 1836 through wire1864 to trigger sensor 1860 is created by electrically connectingtrigger sensor 1860 to trigger guard 1818, which is electricallyconnected to frame 1842, rail system 1804, input device 1802, andprocessor 1836.

In alternative embodiments, weapon 1806 is loaded with one or more liveor blank rounds of ammunition that discharge through barrel 1808 afterhammer 1812 is cocked and trigger 1816 is then pulled. Weapon 1806 doesnot include sensors for measuring the precise location of cylinder 1810,hammer 1812, and trigger 1816. During simulation and after a round hasbeen fired, the simulation shows the movement of cylinder 1810, hammer1812, and trigger 1816 to prepare for a subsequent shot, which may ormay not correspond to the actual state of weapon 1806.

In alternative embodiments, the computer that receives data from one ormore sensors from input device 1802 derives the state of weapon 1806from data received from one or more sensors and updates the display ofweapon 1806 to show the state and/or firing of weapon 1806 in thesimulation. For example, data from sensors, accelerometers, andgyroscopes within input device 1802 can indicate the click for whenhammer 1812 is fully cocked, indicate the click for when cocked hammer1812 is released and the chamber in cylinder 1810 is unloaded, andindicate the discharge of a live or blank round of ammunition. Data froma microphone, such as microphone 919 of FIG. 9, can be used to similarlydetect one or more states of weapon 1806 and the discharge of live orblank rounds of ammunition. When cylinder 1810 is configured to hold sixrounds of ammunition and six shots have been fired successively, thesimulation may indicate to the user that it is time to reload weapon1806. The simulation displays changes to the state of weapon 1806 asmechanical movements on weapon 1806 and displays the firing of weapon1806 with associated mechanical movements of weapon 1806.

Referring to FIG. 19, a simulation view shows “beams” being projectedfrom a barrel of a weapon. Weapon 1902 includes barrel 1904 with one ormore simulated beams 1906, 1912, 1916, 1920, 1924, 1928, 1932, and 1936that emanate from the tip of barrel 1904. Beams 1906, 1912, 1916, 1920,1924, 1928, 1932, and 1936 follow and are adjusted with the movement ofbarrel 1904 of weapon 1902.

The beam of a laser in a real world environment is generally not visibleto an observer unless reflected from an object in the environment. In avirtual reality environment, however, a simulated laser beam can becalculated and displayed. Simulated beams can be displayed with anylevel of transparency and can demonstrate characteristics that are notpossible in the real world. For example, the simulated beam can bedisplayed as visible, and with a dispersion pattern or in a curved path.

As an example, beam 1906 is a beam of a simulated laser and is displayedas visible along its entire length. The beam is displayed as a line oras a tight cylinder. Beam 1906 emanates from point 1908 that is centralto and aligned with barrel 1904. Beam 1906 indicates the precisedirection that barrel 1904 is pointed. Beam 1906 extends to point 1910that is on the central longitudinal axis of barrel 1904 and is a fixeddistance away from barrel 1904.

In another embodiment, beam 1912 is displayed as a conical frustumstarting from barrel 1904 and extending to circular cross section 1914.The increase of the radius of beam 1912 from the radius of barrel 1904to cross section 1914 approximates the increasing spread of a shot as ittravels away from barrel 1904. Circular cross section 1914 is displayedat the termination plane of beam 1912 and provides an indication of themaximum distance that a shot on target can reliably register as a hit.

Beams 1906 and 1912 maintain their respective shapes and orientationwith respect to barrel 1904 as it is moved. Pulling the trigger ofweapon 1902 while beam 1906 or beam 1912 is aligned with a phantomtarget or phantom target, such as phantom target 1703 or phantom halo1704 of FIG. 17, registers as a hit to the simulated target.

Beam 1916 is displayed as a curved line that extends from point 1908 atbarrel 1904. Beam 1916 is tangential to beam 1906 at point 1908 and endsat point 1918.

In another embodiment, beams 1916 and 1920 are curved to approximate thedrop of a shot due to gravity. The curvature of beams 1916 and 1920 iscalculated based on the amount of simulated force due to gravity 1940and the angle of barrel 1904 when the trigger is pulled. Pulling thetrigger of weapon 1902 while beam 1916 or beam 1920 is aligned with aphantom target or phantom target, such as phantom target 1703 or phantomhalo 1704, registers as a hit to the simulated target.

In another embodiment, beam 1920 is displayed as a curved conicalfrustum beginning at barrel 1904 and ending at circular cross section1922. Beam 1920 is curved to approximate the drop of a shot due togravity and has a radius that increases along the length from barrel1904 to cross section 1922 to simulate the spread of a shot.

In another embodiment, beams 1924 and 1928 are curved to approximatechanges in shot trajectory due to windage 1942. The amount of curvatureof beams 1924 and 1928 is based on the amount of simulated force due towindage 1942 and the angle of barrel 1904 with respect to windage 1942.The simulation of windage may approximate changes in wind velocity anddirection, such as found in a gusty wind. In this embodiment, thesimulation is calculated so that the beam moves with respect to thelongitudinal axis of the barrel to indicate how the shot would beaffected by windy conditions. When windage 1942, is simulated, pullingthe trigger of weapon 1902 while beam 1924 or beam 1928 is aligned witha phantom target or phantom target, such as phantom target 1703 orphantom halo 1704, registers as a hit to the simulated target.

Beam 1924 is displayed as a curved line that extends from point 1908 atthe tip of barrel 1904. Beam 1924 is tangential to beam 1906 at point1908 and ends at point 1926.

Beam 1928 is displayed as a curved conical frustum starting at thecircular tip of barrel 1904 and ending at circular cross section 1930.Beam 1928 is curved to approximate the drop of a shot due to gravity andhas a radius that increases along the length from the tip of barrel 1904to cross section 1930 to simulate the spread of a shot.

Beams 1932 and 1936 are curved to approximate changes in shot trajectorydue to both gravity 1940 and windage 1942. The curvature of beams 1932and 1936 is based on the amount of gravity 1940 and windage 1942 andbased on the angle of barrel 1904 with respect to gravity 1940 andwindage 1942. When both gravity 1940 and windage 1942 are simulated,pulling the trigger of weapon 1902 while beam 1932 or beam 1936 isaligned with a phantom target or phantom target, such as phantom target1703 or phantom halo 1704, registers as a hit to the simulated target.

Beam 1932 is displayed as a curved line that extends from point 1908 atthe tip of barrel 1904. Beam 1932 is tangential to beam 1906 at point1908 and ends at point 1934.

Beam 1936 is formed as a curved conical frustum starting at ‘barrel 1904and ending at circular cross section 1938. Beam 1936 is curved toapproximate the changes to the trajectory of a shot due to both gravity1940 and windage 1942 and the radius of beam 1936 increases along thelength from the tip of barrel 1904 to cross section 1938 to approximatethe spread of a shot.

In one preferred embodiment, a video capture system, such as Microsofthololens, in combination with prerecorded videos of the shooting fieldand multiple actual clay target launches are used to create a virtualmodel of the surroundings and trajectories of clay targets for displayand use in the system.

The locations and orientations of the launchers are derived based on theknown location of the camera with respect to the field, the known sizeand weight of the targets, and the known physical constraints of theenvironment (e.g., gravity). After deriving the launcher locations andorientations, virtual or holographic launchers can be placed at similarpositions in virtual reality or augmented reality simulations of thefields, as will be further described.

Referring to FIG. 20A, five stand field 2000 includes five shooterlocations with six launchers. Five stand field 2000 includes launchers2002, 2004, 2006, 2008, 2010, and 2012 that launch targets onto paths2014, 2016, 2018, 2020, 2022, and 2024, respectively. Cameras 2026 and2028 are positioned to view all towers and launchers. A video of thehigh tower and the low tower shot with a normal lens at 60 fps fromstation 4 can be processed and used to show correct trajectory andcorrect lead from any point of view at any station. The trajectory ofthe target is the same, being viewed from different angles.

Referring to FIG. 20B, sporting clays field 2050 includes three shooterlocations that each have four launcher locations. The shooter and launchlocations in sporting clays are unique to the venue. Sporting claysfield 2050 includes four launchers labeled T1 through T4 for each of thethree shooter positions S1, S2, and S3. Drones 2052 and 2054 includecameras that record the paths of the clay targets. Drones 2052 and 2054are capable of sensing and recording their respective GPS locationswhile in flight. The same process can be used to record the flighttrajectories of birds, drones, helicopters and airplanes for purposes ofsimulating correct spatial lead.

Referring to FIG. 21A, an alternate embodiment of the simulation systemwill be described. System 2100 includes system computer 2101. Systemcomputer 2101 includes programs 2102, 2103, and 2120. Program 2102 issoftware capable of operating the Microsoft hololens system, as will befurther described. Program 2103 includes instructions to operate a unity3D simulation of the system, as will be further described. Program 2120is simulation software capable of communicating with programs 2102 and2103. In a preferred embodiment, program 2120 is the Unity 3D simulationengine, as will be further described.

Head set 2104 is connected to system computer 2101. Head set 2104includes an augmented reality display or a virtual reality display, aswill be further described. System computer 2101 is further connected tocamera 2105 and camera 2106. The cameras are used in registering fixedobjects such as launchers and towers and in creating trajectory modelsof moving objects such as clay targets in the Microsoft hololens system,as will be further described.

System computer 2101 is attached to wireless interface 2108. In apreferred embodiment, wireless interface 2108 is a Bluetooth interface.System computer is also attached to dongle 2109. In a preferredembodiment, dongle 2109 is compatible with the Vive Tracker, availablefrom HTC.

System 2100 further includes trigger unit 2114. Trigger unit 2114, in apreferred embodiment, is attached to the weapon and includes sensors todetect trigger pulls. The sensors communicate signals through an onboardwireless interface to wireless interface 2108.

System 2100 further includes electronic cartridge 2112 and barrel borearbor mounted sensor 2110. In a preferred embodiment, both includeonboard wireless interfaces which communicate with wireless interface2108. Electronic cartridge 2112 communicates with barrel arbor mountedsensor 2110 via light signal 2111, as will be further described.

Electronic cartridge 2112 in a typical usage is chambered in the weapon.In a typical embodiment, arbor mounted sensor 2110 is secured in themuzzle of the weapon.

System 2100 also includes positioning detector 2204, as will be furtherdescribed.

Referring to FIG. 21B, in a preferred embodiment of a virtual realitysystem, a system computer 2101 is connected to head unit 2122 andposition detector 2123.

System computer 2101 runs operating system 2124, which runs virtualreality simulation engine 2125. System computer 2121 receives input fromhead unit 2122 and position detector 2123 that includes measurementdata, which is used to identify the positions of head unit 2122 andposition detector 2123. System computer 2121 outputs images to head unit2122 that are rendered using simulation engine 2125.

Head unit 2122 includes sensors 2135 that provide measurement data thatis used to identify the position of head unit 2122. Head unit 2122 alsoincludes display 2136 that shows three dimensional images. Themeasurement data is processed by system computer 2121 and used togenerate the images displayed by the one or more display screens.

Position detector 2123 includes sensors 2137, is mounted to a weapon,and provides measurement data. System computer 2121 receives andprocesses the measurement data from position detector 2123 to update theposition of the weapon inside of the simulation.

Operating system 2124 runs on system computer 2121 and provides standardinterfaces for applications to run and access external hardware.Applications running under operating system 2124 on system computer 2121access data provided by hardware devices, such as head unit 2122 andposition detector 2123, through hardware drivers 2126.

Hardware drivers 2126 include device drivers for each of head unit 2122and position detector 2123. Hardware drivers 2126 allows simulationengine 2125 to access the measurement data provided by head unit 2122and positioning detector 2123 and to send images to head unit 2122.

Simulation engine 2125 runs under operating system 2124. In a preferredembodiment, the simulation engine 2125 runs in program 2120. Thesimulation engine receives measurement data from head unit 2122 andposition detector 2123, renders virtual reality images based on themeasurement data and the state of the simulation, and sends the imagesback to head unit 2122 to be displayed to the user. In a preferredembodiment, simulation engine 2125 uses one or more software objects torun the virtual reality simulation, including player object 2127, headunit object 2128, weapon object 2129, tracker object 2130, target object2131, and launcher object 2132. Every time a new frame or image isgenerated, simulation engine 2125 updates each of the objects based onthe measurement data, the amount of time since the last update, and theprevious state of the simulation.

Player object 2127 represents the user inside of simulation engine 2125and its location is based on the location of head unit 2122. Playerobject 2127 is linked to head unit object 2128, which stores the currentlocation of head unit 2122. Head unit object 2128 identifies the currentlocation of head unit 2122 by accessing the measurement data provided byhead unit 2122 through hardware drivers 2126.

Weapon object 2129 represents, in simulation engine 2125, the weapon towhich position detector 2123 is attached. The position of weapon object2129 is linked to the position of position detector 2123 so thatmovements of position detector 2123 result in movements of weapon object2129 inside of simulation engine 2125. Weapon object 2129 is linked totracker object 2130 so that when tracker object 2130 updates isposition, the position of weapon object 2129 is also updated.

Tracker object 2130 receives measurement data from position detector2123 through hardware drivers 2126. Tracker object 2130 updates theposition of position detector 2123, which is used by simulation engine2125 and weapon object 2129 to update the visible location of weaponobject 2129 within simulation engine 2125. Tracker object 2130 alsoreceives button status data within the measurement data. The buttonstatus data is used to identify when a shot is fired and when a targetshould be launched.

Target object 2131 is a digital representation of a clay target. Targetobject 2131 is instantiated when a button is pressed on positiondetector 2123. The button press is identified by tracker object 2130 andtarget object 2131 is brought into the simulation at the location anddirection specified by the launcher object. Target object 2131 isidentified as a rigid body to a physics engine of simulation engine 2125and its position is updated based on the simulated weight, position, andvelocity of target object 2131. Upon initial placement, target object2131 a simulated force is applied to target object 2131 to make it moveinside of simulation engine 2125.

Launcher object 2132 represents the starting location of target object2131 and can be placed at any position inside of simulation engine 2125.For simulations that include a launcher in a high house, launcher object2132 is located inside a digital representation of the high house.

Referring to FIG. 21C, an augmented reality system includes head unit2122 and positioning detector 2123.

Head unit 2122 includes system computer 2121, sensors 2135, and display2136.

Positioning detector 2123 includes sensors 2137 and is mounted to theweapon. Positioning detector 2123 provides measurement data that allowsis used to determine the location of positioning detector 2123 withrespect to the environment and the location of head unit 2122.

Sensors 2135 of head unit 2122 are used to provide measurement data thatidentifies the position of head unit 2122 and generates and updates meshobject 2134. Camera 2138 of head unit 2122 are used to locate and trackregistration marks on the towers and the weapon, as will be furtherdescribed.

Display 2136 is mounted within head unit 2122 and displays threedimensional images or holograms to the user.

Computer 2121 receives measurement data from sensors 2135 of head unit2122 and from sensors 2137 of positioning detector 2123 and renders anoverlay image or hologram for each time step that is shown in display2136. Computer 2121 hosts operating system 2124.

Operating system 2124 runs on computer 2121 and contains severalapplications, including simulation engine 2125 and hardware drivers2126. Operating system provides standard interfaces for the applicationsto access data from hardware devices by using hardware drivers 2126. Ina preferred embodiment, operating system 2124 is Windows 10 fromMicrosoft Corp.

Simulation engine 2125 renders each image shown through display 2136based upon the measurement data from sensors 2135 and 2137, the amountof time since the last image was rendered, and the state of thesimulation. Simulation engine 2125 includes several objects that areused to render an image, including player object 2127, head unit object2128, weapon object 2129, tracker object 2130, target object 2131,launcher object 2132, spatial anchor 2133, and mesh object 2134. In apreferred embodiment simulation engine 2125 is the Unity 3D engine fromUnity Technologies.

Player object 2127 represents the user in simulation engine 2125. In anaugmented reality simulation, Player object 2127 is not shown, but theposition of the player is constantly updated. The position of playerobject 2127 is associated with head unit object 2128 so that when theposition of head unit object is updated, the position of player object2127 is also updated.

Head unit object 2128 maintains the current position of head unit 2122within simulation engine 2125. For each frame, the position of head unitobject 2128 is updated based on measurement data from sensors 2135 thatis received through hardware drivers 2126.

Weapon object 2129 is the representation of the weapon inside simulationengine 2125. For an augmented reality simulation, weapon object 2129 isnot graphically displayed. The position of weapon object 2129 isassociated with the position of tracker object 2130 and is updated foreach frame of the simulation based on the movement of positioningdetector 2123. The location and orientation of weapon object 2129 isused to determine if a shot hits a target.

Tracker object 2130 represents positioning detector 2123 inside ofsimulation engine 2125 and identifies the position of positioningdetector 2123 and the status of one or more buttons connected topositioning detector 2123. Tracker object 2130 communicates with sensors2137 of positioning detector 2123 through hardware drivers 2126. Themeasurement data provided by sensors 2137 of positioning detector 2123include position data and button status data from which the currentposition of positioning detector 2123 is identified and stored intotracker object 2130.

Target object 2131 in simulation engine 2125 represents the virtual claytarget. In a preferred embodiment, target object 2131 is displayed as ahologram using display 2136. Target object 2131 is initially created andinstantiated at the location of launcher object 2132 with the samedirection as launcher object 2132. Target object 2131 is identified asan object to which physics apply (e.g., gravity) by making it a rigidbody object. Once placed into simulation engine 2125, target object 2131is given an initial force that causes it to move through simulationengine 2125. For each frame, the position of target object 2131 isupdated by the physics engine of simulation engine 2125 based on asimulated weight, velocity, and any other applied forces.

Launcher object 2132 represents the location of a launcher in simulationengine 2125. Launcher object 2132 is locked to a specific point on meshobject 2134 that is represented by spatial anchor 2133. To positionlauncher object 2132, spatial anchor 2133 is placed on to mesh object2134. In a preferred embodiment, launcher object 2132 is placed on orwithin a tower or high house. When spatial anchor 2133 is placed on orinside a real life tower, simulation engine 2125 does not render a modelof the tower. When spatial anchor 2133 is placed on the ground,simulation engine 2125 renders and displays a model of tower, withinwhich launcher object 2132 is located.

Mesh object 2134 represents the three dimensional environment in whichthe user is located. Mesh object 2134 is a three dimensional surface ofthe environment measured by sensors 2135 of head unit 2122 and includesrepresentation of the buildings and trees or, if indoors, walls,ceilings, floors, and objects surrounding the user.

Referring to FIG. 22A, weapon 2200 is used with the simulation system.Trigger unit 2202 is secured to weapon 2200 with fasteners 2206 and2208. Trigger unit 2202 includes paddle 2210. Upon deflection of thepaddle, the trigger unit sends electric signals utilized by the system.In one embodiment, trigger unit 2202 is in electronic communication withthe simulation computer using a short range wireless communicationsprotocol, such as Bluetooth, as will be further described. Positioningdetector 2204 is fitted to a known position on weapon 2200 with respectto barrel 2212, as will be further described. In one embodiment,positioning detector 2204 includes USB port 2224. Cable 2226 connectsthe USB port to the trigger unit for communication of operationalsignals, as will be further described.

Referring to FIG. 22B, weapon 2200 is alternatively used with thesimulation system. Weapon 2200 includes electronic cartridge 2213chambered in the weapon (not shown). Weapon 2200 further includes sensorarbor 2215 secured in the muzzle of the weapon. The weapon furtherincludes positioning detector 2204 positioning below and attached to thebarrel. Sensor arbor 2215 is connected to positioning detector 2204 byUSB cable 2228. Weapon 2200 includes sensor thimble or ring 2261. Sensorarbor 2215 is connected to thimble 2261 by USB cable 2230.

Referring to FIG. 22C, weapon 2200 is alternatively used in thesimulation system. Trigger unit 2202 is secured to the weapon aspreviously described. Trigger unit 2202 is in electronic communicationwith the simulation computer as will be further described. Weapon 2200includes visual sight markers 2250 and 2252 capable of being recognizedby the Microsoft hololens system and are used to locate the positionorientation of the weapon during a simulation, as will be furtherdescribed.

Referring to FIG. 22D, weapon 2200 is alternatively used with thesimulation system. Weapon 2200 includes electronic cartridge 2213chamber in the weapon, as previously described. Weapon 2200 includessensor arbor 2215 secured in the muzzle of the weapon, as previouslydescribed. Weapon 2200 includes sensor thimble 2261 connected to thesensor arbor, as will be further described. Weapon 2200 includes visualsight markers 2250 and 2252 capable of being recognized by the Microsofthololens system and are used to locate the position orientation of theweapon during a simulation.

In a preferred embodiment, the augmented reality system is the Microsofthololens running the Vuforia augmented reality platform and SDK with theUnity 3D engine. The visual sight markers 2250 and 2252 include an image(not limited to a barcode) that is printed on a flat two dimensionalsurface. The image is fixed to the weapon, either directly to the barrelof the weapon or to sensor arbor 2215, so that movement of the weaponcauses similar movements of the image. The images of visual sightmarkers 2250 and 2252 are in the field of view of a camera of the headunit when the weapon is being aimed by the user. The augmented realitysystem identifies the position and orientation of the head unit withrespect to an origin of the current augmented reality scene. When theaugmented reality system processes the data from its sensors, includingthe camera, the image is identified and compared with a reference imagestored in a database. From this comparison, the augmented reality systemdetermines the position and orientation of the image with respect tohead unit. The augmented reality system identifies the position andorientation of the head unit with respect to an origin of the currentaugmented reality scene. The augmented reality system then alsodetermines the position and orientation of the weapon based on thepositions and orientations of the image and the head unit with respectto the origin of the scene.

Referring to FIG. 22E, positioning detector 2204 includes USB port 2224,battery 2271, processor 2272, memory 2273, antenna 2274, and sensors2275, all operatively connected together. Processor 2272 executesinstructions stored in memory 2273 that cause positioning detector 2204to continuously measure its position and orientation using sensors 2275and to broadcast its position and orientation using antenna 2274. In apreferred embodiment, positioning detector 2204 is a Vive Trackermanufactured by HTC Corporation. Positioning detector 2204 communicatesover a short range wireless connection to the simulation computerthrough dongle 2109, as will be further described. In other preferredembodiments, the positioning detector can transmit a launch signal or ashot signal to the system computer, as will be further described.

Referring to FIGS. 23A and 23B, trigger unit 2202 includes external case2304 sealed by closure 2306. Barrel clamps 2308, and 2310 are rigidlyattached to external case 2304. Barrel clamps 2308 and 2310 are adaptedto connect with a standard picatinny or weaver rail mount system. Paddle2210 is pivotally attached to the enclosure at hinge 2312. Switch 2314is a spring loaded switch that is resident in external case 2304 andoperatively connected to the paddle at pivot 2316. In a preferredembodiment, all the mechanical components of the trigger unit are formedof high impact plastic.

Processor board 2318 is centrally mounted in external case 2304 throughstandoffs 2320. Processor board 2318 is operatively connected to battery2322 which powers its operation. Processor board 2318 is connected toswitch 2314. Processor board 2318 also operatively connected to externalUSB port 2357. In use, paddle 2210 is deflected in direction 2324thereby activating switch 2314. After deflection the spring loadedswitch returns the paddle to its original position.

Referring then to FIG. 23C, a preferred embodiment of the electronics oftrigger unit 2202 is shown. Processor board 2318 is a Razberi Pi 3 ModelB board available from digikey.com. Processor board 2318 includesprocessor 2353. In a preferred embodiment, processor 2353 is a BroadcomBCM 2837 1.2 GHz Quad-Core processor. Two USB ports 2354 and 2355 areincluded. USB port 2354 is connected to Bluetooth module 2356 whichprovides a short range wireless networking connection. The Bluetoothmodule in a preferred embodiment is Product ID 1327 Bluetooth 4.0 USBModule (v2.1 Back-Compatible) available from Ada Fruit at adafruit.com.The Bluetooth module includes antenna 2359.

Processor 2353 is connected to general purpose input output pins 2360,which are connected to switch 2314. In one embodiment, switch 2314 isnormally an open contact switch that when closed, completes a circuit toprovide current through one of the pins to be detected by processor2353. Switch 2314 sends a signal to the processor which, in turn, sendsa Bluetooth signal to the host computer, as will be further described.

Processor 2353 is connected to memory card 2358 via access slot 2361.Code resident on the memory card is used to boot the processor andperform the operations necessary to control its operation, as will befurther described.

FIGS. 24A, 24B, 24C, and 24D show alternate embodiments of mechanismsfor attachment of the positioning detector to the barrel of the weapon.

Referring to FIGS. 24A and 24B, mounting arbor 2402 is positioned withinmuzzle 2401 of barrel 2412. Mounting arbor 2402 includes threads 2403designed to fit choke threads 2405. Mounting arbor 2402 includes rigidextension 2404. Positioning detector 2204 is fitted to the rigidextension 2404 with receiver 2410. Mounting arbor 2402 also includesstabilizer 2406 connected to arbor body 2407 by standoff 2409. Arborbody 2407 includes rubberized grip cylinder 2411.

In a preferred embodiment, arbor body 2407 is formed of a durableplastic. Arbor body 2407 further includes removable closure 2444. In apreferred embodiment, the removable closure is connected to the arborbody with a suitable set of mating threads 2445. Arbor body 2407includes window 2446. In a preferred embodiment, window 2446 is a rubycrystal. In a preferred embodiment, the window may be a transparentplexiglass capable of transmission of radiation in the 650 nanometerrange.

Arbor body 2407 includes transmission tube 2450 adjacent window 2446.Transmission tube 2450 terminates in cavity 2448. Cavity 2448 includesstandoffs (not shown) capable of supporting internal circuitry.

Cavity 2448 encloses photo cell 2437, circuit 2436, and battery 2435.Removable closure 2444 includes push pin connector 2438 and connectorpins 2440. Photo cell 2437 is connected to circuit 2436 and generates acurrent based on incident laser beam 2442. Circuit 2436, in a preferredembodiment, forms a commonly known transistor amplifier, which usescurrent from the battery to amplify the signal from the photo cell andtransmit it to connector 2438. The signal generated by the circuit isreceived by positioning detector and used for operation of thesimulation, as will be further described.

In use, the mounting arbor is threaded into the muzzle of the weaponusing the rubberized grip cylinder. Laser beam 2442 from the electroniccartridge is incident on the photo cell during operation of the system.The photo cell sends a binary signal to connector 2438 and connectivepins 2440 which, in turn, activate the positioning detector.

Referring then to FIGS. 24C and 24D, an alternate embodiment oftransmission tube 2450 will be described. Barrel clamp 2422 includesmating sections 2424A and 2424B. The sections have matingsemi-cylindrical cavities 2426A and 2426B. Section 2424A includes hole2428A. Section 2424B includes threaded hole 2428B.

When assembled, section 2424A and 2424B are fitted around barrel 2412and into engagement with picatinny rail 2413. Bolt 2433 is positionedthrough hole 2428A and threaded into hole 2428B. Bolt 2435 is positionedin the hole formed by cavities 2431A and 2431B and threaded intoreceiver 2410. In this way, positioning detector is held securelyadjacent the barrel of the weapon. The placement of the positioningdetector below the barrel allows live rounds to be fired from the weaponfor practice shooting in combination with the simulation system.

Referring to FIGS. 25A, 25B, 25C, and 25D, several embodiments of theelectronic cartridge component will be described.

Referring to FIG. 25A, the generalized exterior of electronic cartridge2500 of each embodiment includes rim section 2501 and a shell casesection 2502. The rim section and shell case form a hollow centralchamber or cavity 2503 used for placement of electronic components. Thetwo sections are joined by a threaded connection 2504 and may bedisassembled to service interior components. In a preferred embodiment,the rim section and shell case are formed of a high impact plastic, suchas polycarbonate or nylon. Generalized exterior of electronic cartridge2500, in one preferred embodiment, includes a ruby window 2505 imbeddedin shell case section 2502 at crimped end 2506. Other transparentplastics may be used. The window is graded to transmit radiation in the650 nanometer range. In general, chambering electronic cartridge 2500during operation of the simulation prevents the accidental discharge ofa live round.

Referring to FIG. 25B, one embodiment of the electric cartridge isdescribed.

Electronic cartridge 2510 includes cylindrical micro switch 2512. Microswitch 2512 is centrally located in the rim section at the position of aprimer. In a preferred embodiment, the micro switch is part no. EGT12,N12 available from Euchner. Micro switch 2512 is connected to I/O pin2513 of processor 2516. In a preferred embodiment, processor 2516 is aRazberi pi zero, machined to fit within cavity 2503. Processor 2516 isoperatively connected to battery 2514. Processor 2516 is operativelyconnected to onboard memory 2518. Processor 2516 is operativelyconnected to Bluetooth module 2517. Bluetooth module 2517 is operativelyconnected to antenna 2520. In a preferred embodiment, Bluetooth module2517 is the Arduino cc2541 Bluetooth 4.0 BOE data transmission modulecompatible with Razberi pi, available from newegg.com.

In operation, processor 2516 is booted by and receives instructions fromonboard memory 2518. Once booted, the processor enters a wait statewaiting for a closure signal from micro switch 2512. Micro switch 2512generates a closure signal when impacted by the hammer of the weaponupon an actual trigger pull by the user. Once the signal is received,the processor activates Bluetooth module 2517 which sends a signal 2522via antenna 2520, to wireless interface 2108.

Referring to FIG. 25C, an alternate embodiment of the electroniccartridge 2610 will be described. Electronic cartridge 2610 includescentrally positioned cylindrical micro switch 2612, as previouslydescribed. The micro switch is connected to IO port 2613 of processor2616, as previously described. Processor 2616 includes memory 2618 whichprovides boot-up and operating instructions on board. Processor 2616 ispowered by battery 2614 as previously described. Processor 2616 isconnected to Bluetooth module 2617 as previously described. Bluetoothmodule 2617 is connected to cylindrical Bluetooth antenna 2620. In thispreferred embodiment, Bluetooth antenna 2620 is integrally constructedwith the shell case section 2502 in a cylindrical pattern to directradiation towards crimped end 2506. Bluetooth antenna 2620 producesBluetooth signal 2624, upon receipt of a signal from processor 2616, aspreviously described.

Electronic cartridge 2621 includes micro slide switch 2611 connected toprocessor 2616. The micro slide switch activates the processor and thefunctions of the cartridge.

Processor 2616 is also connected to laser diode 2622 via IO port 2623.In a preferred embodiment, the laser diode is a 5 milo watt 650nanometer red laser product ID 1054 available from adafruit.com. In thisand other preferred embodiments, the laser diode can take the form of aninfrared LED and the various windows are designed to transmit the LEDlight signal.

In operation, micro slide switch 2611 is activated by the user, then theelectronic cartridge is chambered. The micro switch sends a signal toprocessor 2616, which in turn activates laser diode 2622. Uponactivation laser diode 2622 produces laser radiation or beam 2626 whichis directed coaxially to the barrel of the weapon. In further operation,when the trigger of the weapon is pulled, the hammer (not shown) impactsthe cylindrical micro switch 2612 which sends a signal to processor2616, producing Bluetooth signal 2624, as previously described.

Referring to FIG. 25D, another embodiment of electronic cartridge 2710is described. Electronic cartridge 2710 includes micro slide switch 2712in the rim section of the cartridge. The micro slide switch isoperatively connected to battery 2714. Battery 2714 is operativelyconnected to laser diode 2722. In another preferred embodiment, thelaser diode may take the form of an infrared LED. Moving the slideswitch to the “on” position activates the laser diode. When activated,the laser diode emits laser beam 2726 directed through ruby window 2723.After activation, the electronic cartridge is chambered in the weapon.In a preferred embodiment, laser beam 2726 is coaxial to the barrel ofthe weapon.

Referring to FIGS. 25E and 25F a preferred embodiment of sensor arbor2570 will be described. Sensor arbor 2570 is comprised of a containmenttube 2572. Containment tube 2572 is preferably construed of an aluminumalloy but also can be constructed of a rigid plastic such aspolypropylene or delrin. Containment tube 2572 includes abutment flange2574. In a preferred embodiment abutment flange 2574 is integrallyformed with containment tube 2572. Containment tube 2572 is cylindricaland has the dimensions sufficient to allow placement within the muzzleof a standard 12-gauge shotgun. Other diameters may be used. Abutmentflange 2574 includes interior threads 2576. Adjacent abutment flange2574 on containment tube 2572 are retaining threads 2578. Retainingthreads 2578 are arranged to mate with choke threads (not shown) in astandard 12-gauge shotgun. Window 2580 is affixed to containment tube2572 with a suitable epoxy adhesive. Window 2580 in a preferredembodiment is plexiglass. In alternative embodiments, it may be rubycrystal. Containment tube 2572 is configured to receive indicator shield2582. Indicator shield 2582, in a preferred embodiment, is ahemispherical frosted plexiglass material, which is translucent.Indicator shield 2582 includes threads 2584. Threads 2584 sized to matewith threads 2576 and hold indicator shield 2582 in place in containmenttube 2572. Indicator shield 2582 includes rectangular USB ports 2573 and2593. The USB ports are operatively connected to connectors 2571 and2597, respectively.

Referring to FIG. 25F, sensor arbor 2570 includes processor 2590.Processor 2590 is functionally collected to memory 2592. In a preferredembodiment, processor 2590 is a Razberi zero, as previously described.Memory 2592 includes instructions to boot the processor and operate thefunctions of the sensor arbor when in use in the system. Battery 2594 isconnected to processor 2590 and supplies operational power for thefunctions of the device. Photo sensor 2596 is centrally located withinthe sensor arbor and positioned adjacent window 2580. Photo sensor 2596,in a preferred embodiment, is the four wire light sensor moduleavailable from Uugear and is compatible with the Razberi zero. Photosensor 2596 is connected to processor 2590 through IO connector 2597.Processor 2590 is also connected to Bluetooth module 2598. A preferredembodiment, Bluetooth module 2598 is the Arduino cc2541 Bluetooth 4.0BOE data transmission module available from newegg.com. Bluetooth module2598 is connected to antenna 2599. Processor 2590 is also connected toindicator LED 2595 at input output data port 2589.

In use, the sensor arbor is threaded into the muzzle of the weapon usingthreads 2578. Abutment flange 2574 is held in place against the outsideof the muzzle. USB port 2593 is connected to the positioning detectorthrough a USB cable (not shown). USB port 2573 is connected to sensorthimble 2560 through a USB cable (not shown). Laser radiation 2591 fromthe electronic cartridge is incident on photo sensor 2596 duringoperation of the system. Photo sensor 2596 sends a first signal to theprocessor which, in turn, activates a status indicator signal 2588created by LED 2595. The status signal can be seen through thetranslucent indicator shield indicating the status of the system to theuser or other observers. The processor also sends an activation signalto the positioning detector through USB port 2593.

In response to a second signal from USB port 2573, processor 2590activates Bluetooth module 2598 and transmits a signal 2569 throughantenna 2599. In a preferred embodiment, the Bluetooth signal isreceived by the system computer and translated into system instructions.In an alternate embodiment, in response to the second signal, processor2590 transmits a signal to the positioning detector through USB port2593. In this embodiment, the positioning detector then sends a thirdcorresponding signal to the system computer.

In another preferred embodiment, upon receipt of the second signal fromthe USB port, processor 2590 also sends different signals to LED 2595causing it to illuminate red. In this way, in one embodiment, theindicator shield indicates a “ready” signal in green and a “shots fired”signal in red.

Referring to FIG. 25G, a preferred embodiment of sensor thimble 2560 isdescribed. Sensor thimble 2560 includes ring cylinder 2561. In apreferred embodiment, ring cylinder 2561 is stainless steel. Attached tothe exterior surface of ring cylinder 2561 is sensor 2562. Sensor 2562,in a preferred embodiment, is flexible pressure sensor part numberSEN09375 available from Karlsson Robotics. The sensor can detect animpact of anywhere between 100 grams and 10 kilograms. In anotherpreferred embodiment, sensor 2562 includes a photo emitter and a photosensor combination, controlling circuits and a power supply, whichenables the sensor to detect the proximity of the ring to a metallicobject (such as a trigger).

Sensor 2562 is mechanically connected to the exterior surface of ringcylinder 2561 with an epoxy or other suitable adhesive. Sensor 2562 iselectrically connected to USB port 2564. USB port 2564 is mechanicallyattached to the exterior surface of ring cylinder 2561 with epoxy oranother suitable adhesive. USB port 2564 is connected to USB tether 2566through a removable connection. USB tether 2566 is also connected to USBport 2573 of sensor arbor 2570.

In use, ring cylinder 2561 is placed on the trigger finger of the userand connected to USB tether 2566. Sensor thimble 2560 is tapped on thetrigger of the weapon one time to activate a target launch and a secondtime to simulate a trigger pull. In a preferred embodiment, the pressureexerted by the user on the thimble against the trigger of the weapon issufficient to change the resistance in the sensor which is sensed byprocessor 2590. In response, the processor sends a Bluetooth signalthrough antenna 2599 to the wireless interface 2108 indicating that asensor event has occurred, as will be further described.

Referring to FIG. 26, in use, the simulation system, generally,simulates launcher 26102 and digital clay target 26106. Launcher 26102is located at a fixed position in the simulation and provides thestarting trajectory for digital clay target 26106.

In the simulation, digital clay target 26106 is launched from thestarting position and orientation of digital launcher 26102. Digitalclay target 26106 travels along path 26108. In one embodiment, phantomtarget 26110 and hit sphere 26112 are collocated at the same point inthe simulation. Phantom target 26110 and hit sphere 26112 lead digitalclay target 26106 by the lead distance 26107, along path 26108.

When a trigger event occurs, the simulation program creates a “ray”object that starts at the muzzle of weapon 26104 and is coaxial to thecentral axis of the barrel. If ray 26114 intersects hit sphere 26112,then a determination is made by the simulation program as to whether ornot a hit has occurred. A “hit” is determined based on the statisticallikelihood of a hit based on the Gaussian distribution of pellets in atypical spread pattern for the type of ammunition chosen in thesimulation, as will be further described. The Gaussian distribution ofpellets is also referred to as a shot distribution probability. Thediameter of the hit sphere is also determined by the Gaussiandistribution of pellets, as will be further described. In a preferredembodiment, the hit sphere is three standard deviations of the pelletspread.

Referring to FIG. 27, the Gaussian distribution of pellets for astandard 12-gauge round at a target distance of 70 feet, as used in thesimulation, is described. Spread pattern 27102 shows a particular spreadpattern for a 12-gauge round. Spread patterns have differentcharacteristics depending on pellet count, powder charge, weapon gauge,pellet size, and barrel length and distance to target.

Graph 27104 shows that the vertical distribution of pellets and obeys astandard Gaussian distribution. Similarly, graph 27104 shows that thehorizontal distribution of pellets and obeys a standard Gaussiandistribution. Each graph changes as a function of distance to target. Asexpected, the standard deviation distance increases with distance totarget.

In this example, graph 27104 includes histogram 27107, normaldistribution 27108, and standard deviation (σ) 27110. Histogram 27107shows that highest concentration of pellets are in the center of thespread pattern 27102. Standard deviation 27110 is located at 4.49 inchesaway from the center for the vertical axis.

In this example, graph 27112 analyzes the horizontal spread of pelletswith histogram 27114 and normal distribution 27116. Standard deviation27118 is 4.24 inches for graph 27112, indicating that there is a tighterspread along the horizontal axis. There is a larger concentration ofpellets in the central bucket of the histogram, as compared to graph27104, which correlates with standard deviation 27118 being smaller thanstandard deviation 27110.

Ellipse 27105 identifies a boundary of spread pattern 27102 that isthree standard deviations away from the center of the spread. Theboundary of spread pattern 27102 that is two standard deviations awayfrom the center of the spread is identified by ellipse 27106.

Referring to FIG. 28A, method 2800 is used to determine the location ofa simulated launcher in a clay shooting field and a set of trajectoriesfor the digital clay targets used for the simulation.

At step 2802, several trajectories of actual clay targets are recordedby the video cameras as they are launched from actual towers at the clayshooting field. The cameras are placed at known GPS positions to recordthe flight path of a clay target for each tower and for each possibletrajectory for a target from each tower. Additionally, measurements ofwindage, humidity, temperature, and barometric pressure can be recordedfor use by the simulation.

At step 2804, the speed and trajectory of a clay target is determinedfrom the video provided by the cameras. A mathematical model of eachtrajectory, of each target, from each tower is created by the simulationprogram, as will be further described. From these models the position ofthe target can be calculated and displayed relative to the tower as afunction of time. However, slight variations from the mathematical modelare necessary to provide the virtual clay target with a more realistictrajectory and appearance. For example, wind gusts randomly raise andlower the clay above the perfect trajectory. Likewise variations invelocity can occur due to wind and humidity. To correct for thesevariations the path of the mathematical model is compared frame to frameto the video viewed from a position in the simulation that matches theposition of the camera that took the video. The mathematical model ischanged to account for the variations and stored in a combinedtrajectory file. Additional embodiments incorporate trajectoryvariations from atmospheric conditions and other forces acting on thetarget, such as drag and turbulence, into the mathematical models. Thecombined trajectory is stored as a file for use in the simulationengine.

In a preferred embodiment, the pure mathematical models are developed bya function of Unity 3D engine. For the digital clay target, a rigid bodysimulation object is created that includes the known quantities of thereal life clay target, including, size, weight, launch angle, and launchvelocity. Additional simulation parameters for the digital clay targetare adjusted based on a comparison of the flight of the digital claytarget compared with the real life video of the clay target. Forexample, the angular dampening of the digital clay target may beadjusted so that the digital clay target will stay aloft for about thesame amount of time as a real clay target would stay aloft. To launchthe digital clay target, a simulated force is applied to the digitalclay target as soon as the digital clay target is instantiated into thesimulation. From the initial parameters for the digital clay target,which includes the simulated force, the physics engine of the simulationsystem handles moving the digital clay target along a trajectory thatapproximates that of a real life clay target.

In another embodiment, the camera used to record the real clay target isa 360 degree camera, such as the Omni from GoPro, Inc. From this video,the position of the clay target is recorded and can used to adjust themathematically generated model trajectory in the virtual or augmentedreality simulation.

At step 2806, the location and orientation of each tower is determinedand stored in the simulation program.

In a preferred embodiment, the tower locations are modeled and set bythe unity 3D engine.

Referring to FIGS. 28B and 28C, the registration of the launcherlocations in the unity 3D engine is described. “Registration” of a pointin a virtual reality space to a fixed point in the real world istypically accomplished by creating a virtual copy of the criticalfeatures of the real world in the unity 3D system. In one embodiment,the high house, the low house, and shooter pad locations are defined atpredetermined measurements from a predefined common origin. The housedimensions are created with the “box” function in Unity 3D. The boxeseach are defined with a virtual launch point that corresponds to themuzzle of the launcher in the real world. In a similar way, thelocations of the shooter pads are measured in the real world andregistered in the unity 3D engine.

“Registration” of a point in an augmented reality space to a fixed pointin the real world is typically accomplished by an augmented realitycamera such as that used in the Microsoft hololens. In this case, a“spacial anchor” is chosen. The spacial anchor is chosen from an arraycalled a spatial map. The special anchor is chosen by calling a functionknown as “gaze ray”. The gaze ray function returns a set of coordinatesin the mesh that is then named and identified as the spacial anchor. Forexample, image 2951, from an augmented reality camera shows a high house2952 and a low house 2953 in skeet field 2954. The Microsoft hololenssystem creates mesh 2955. Mesh 2955 is a three dimensional map of image2951. The registration identifies spatial anchor 2596 at a location inthe mesh that corresponds to the location of the high house. Theregistration identifies spatial anchor 2597 is at a location in the meshthat corresponds to the location of a launcher.

Referring to FIG. 28D, a virtual reality simulation includes high house28402 and low house 28404. Camera icon 28406 represents the currentlocation of the user within defined space 28408. Defined space 28408 isthe safe space inside of the simulation that corresponds to the safespace in real life where the user is experiencing the simulation.

Defined space 28408 has a specific origin and orientation. High house28402 and low house 28404 are placed with respect to the origin andorientation of defined space 28408. Both high house 28402 and low house28404 include launcher objects that are used for the launch of claytarget objects in the simulation.

Referring to FIG. 29A, method 2900 is shown. Method 2900, performed by asimulation computer, to create a virtual reality or augmented realityshooting simulation is described.

At step 2902, the location, orientation, and settings of a launcher areset. The location of each launcher includes Cartesian coordinates thatidentify where each launcher is placed in the simulation. Theorientation of each launcher indicates the initial direction for thedigital targets when launched, and is defined by three Euler angles. TheEuler angles are unique for each trajectory model.

At step 2904, ambient conditions for the simulated environment are set,which include simulated windage, humidity, temperature, and barometricpressure. In one embodiment, the simulated environmental factors are setto match the environmental factors that existed when the camerasrecorded the images of the actual clay target trajectories.

At step 2906, the settings of the digital clay target are selected. Thesettings include size, color, and mass. The settings are incorporatedinto the trajectory models.

At step 2908, weapon ammunition settings are selected. The ammunitiontypes include those that are appropriate for the selected weapon. Theammunition settings determine the Gaussian distributions used by thesimulation to determine the probability of a “hit” and the diameter ofthe hit sphere.

At step 2910, the phantom target settings are selected. The phantomtarget settings identify the color, transparency, and size of thephantom target. In a preferred embodiment, the phantom target is thesame size as the digital clay target, but includes a different color andtransparency in order to distinguish it from the digital clay target.

At step 2912, the lead distance is selected.

The lead distance is the linear distance between the location of thecenter of digital clay target and the location of the center of thephantom target. In a preferred embodiment, the lead distance is selectedas a fixed distance, usually about three feet.

In an alternative embodiment, a lead time is selected and the leaddistance is calculated based on velocity of the digital clay target. Forexample, the desired lead time is multiplied by the initial velocity ofthe digital clay target to calculate the lead distance.

Additionally, the lead time can be estimated using the known positionsof the weapon and the digital clay target, the trajectory of the digitalclay target, the velocity of the digital clay target, and the muzzlevelocity for the selected weapon and ammunition type.

Referring to FIG. 29B,

A=x _(clay) −x _(weapon)   Eq. 22

B=v _(clay) ·t   Eq. 23

C=v _(muzzle) ·t   Eq. 24

D=B·cos θ  Eq. 25

E=B·sin θ,   Eq. 26

where:

-   -   A is the line segment of known length between the weapon        location 2980 and the digital clay target location 2982;    -   B is the distance between the digital clay target location 2982        and the point of impact;    -   C is the distance between the weapon location and the point of        impact;    -   θ is the angle between D and B.        and:

(A+v _(clay) +t·cos θ)²+(v _(clay) ·t·sin θ)²=(v _(muzzle) ·t)²   Eq. 27

Solving for t yields an estimate of the time it will take a shot toreach point of impact 2984 from weapon location 2980 of the weapon, asfollows:

$\begin{matrix}{t = {\pm \frac{{\sqrt{\begin{matrix}{v_{muzzle}^{\; 2} - {4 \cdot A \cdot v_{clay} \cdot v_{muzzle} \cdot}} \\{{\cos \; \theta} - {{4 \cdot A^{2} \cdot v_{clay}^{\; 2} \cdot \sin^{2}}\theta}}\end{matrix}} \pm v_{muzzle}} \mp {{2 \cdot A \cdot v_{clay} \cdot \cos}\; \theta}}{2 \cdot v_{clay}^{\; 2} \cdot \left( {{\sin^{2}\theta} + {\cos^{2}\; \theta}} \right)}}} & {{Eq}.\; 28}\end{matrix}$

Other lead calculation equations may be used in other embodiments.

Referring to FIG. 29C, method 29100 of generating a simulation of thesystem is described.

At step 29102, the system obtains the location orientation of theheadset from the headset object. In a preferred embodiment, the locationis a set of Cartesian coordinates and the orientation includes an angleview.

At step 29104, the system displays range graphics as previouslydescribed. In a preferred embodiment of the virtual reality system, therange graphics include a virtual image of a high house and a virtualimage of a low house in appropriate background imagery. In a preferredembodiment of the augmented reality system, the images of the high houseand the low house are set to “invisible” because the actual high houseand the actual low house are visible to the user through the transparentheadset.

At step 29106, the system obtains the location and orientation of theweapon from the weapon object.

At step 29107, the system processes control signals received from aperipheral connected to the weapon. As is described in FIG. 31 below,the control signals allow for the user to launch a digital clay target,display a laser from the weapon, and turn the point of view left orright.

At step 29108, the system displays a weapon image if in virtual realitymode.

At step 29110, the system updates the display in the headset object. Inthe augmented reality system, the towers and launchers are not displayed(or displayed as “invisible”) because they can be seen by the userthrough the transparent headset. In a virtual reality system oraugmented reality system, where the real towers and launchers are notpresent, images of the towers and launchers may be displayed in theoverlay.

At step 29112, the method checks for a launch event signal from thetrigger object in the weapon object. In one embodiment, the systemcomputer generates the launch signal automatically at predetermined timeintervals. In other embodiments, the user generates the launch signalthrough use of the trigger unit on thimble, as will be furtherdescribed, which is then posted by the trigger object. If no launchevent signal is received, the method returns to step 29110. If a launchsignal is received, the method moves to step 29114.

At step 29114, the virtual clay target object and the phantom targetobject are launched. The clay target object path is drawn from themodified trajectory recorded after manual manipulation based on camerarecordings of the actual flight paths. The phantom target path is drawnfrom the virtual target path modified by a lead distance function, aswill be further described. The simulation engine displays the claytarget and the phantom target according to the positions assigned to theobjects by the Unity 3D engine. The hit sphere object is instantiated,but invisible to the user. The phantom target is rendered as leading thedigital clay target by a fixed distance set or calculated as previouslydescribed.

At step 29116, the position and status of the digital clay target objectis updated based on the time step and hit record. Updating the positionof the clay target object updates the position of the phantom targetobject and the hit sphere object. For each update the new position andorientation of the digital clay target are calculated from thetrajectory model of the clay target.

At step 29117, the weapon position is updated based on measurements fromthe positioning detector on the weapon or based on the positioninformation retrieved from the registration mark in the hololens system.The phantom target position is updated based on a new lead time ordistance calculated from the updated positions of the digital claytarget.

The size of the hit sphere is updated based on the current distancebetween the weapon and the digital clay target. The hit sphere is amathematical construct centered at the centroid of the phantom targetobject. The hit sphere is used to determine a theoretical “hit” of thetarget by shot. In one embodiment, the radius of the hit sphere is equalto the pellet spread at the distance to target, for the chosenammunition. In another embodiment, the hit sphere is an ellipsoid withthe vertical radius based on the vertical shot spread and the horizontalaxis based on the horizontal shot spread at the distance between theweapon and the centroid of the phantom target.

At step 29118, the digital clay target and the phantom target arerendered. The rendering is based on the updated positions of the digitalclay target and the phantom target. The appearance of the clay targetand the phantom target are conditioned on the predetermined settings.

At step 29119, the system updates the display showing the new positionof the weapon, in the virtual reality mode.

At step 29120, the system determines whether or not a shot signal eventhas occurred. When the shot signal event has not occurred, thesimulation returns to step 29116. When the shot signal event hasoccurred, the method proceeds to step 29122.

At step 29122, the current location and orientation of the weapon areretrieved from the weapon object. In one embodiment, the data isretrieved from a memory that stores the positioning data that iscontinuously broadcast by the positioning detector on the weapon. Inanother embodiment, the data is retrieved from a server that stores thepositioning data that is derived by the observation of the registrationstructure on the weapon by the Microsoft hololens system.

At step 29124, a ray is created. The ray is a mathematical vector whosestarting point is the end of the barrel of the weapon. The orientationof the ray is set to be coaxial with the axis of the barrel of theweapon. As a result, the ray always points the same direction as theweapon.

At step 29126, it is determined if there is a “collision” between theray and the hit sphere. When there is no collision then the methodreturns to step 29116. When there is a collision, then the methodproceeds to step 29128.

At step 29128, the shortest distance between the ray and the center ofthe hit sphere is determined. This distance is tangential to the ray andincludes a horizontal component and a vertical component.

At step 29130, the probability of hitting the digital clay target isdetermined from the Gaussian pellet distribution at the time ofcollision. In one embodiment, the Gaussian pellet distribution may becalculated. Values from a cumulative distribution function for thenormal distribution of the shot spread pattern are calculated using theequation:

$\begin{matrix}{{{CDF}(x)} = {\int_{- \infty}^{x}{\frac{1}{\sqrt{2\pi}\sigma}e^{- {(\frac{{({t - \mu})}^{2}}{2\sigma^{2}})}}\ {dt}}}} & {{Eq}.\; 31}\end{matrix}$

where:

-   σ is the standard deviation of the spread pattern; and,-   μ is the mean of the spread pattern, which is set to zero.

Using the cumulative distribution function, the hit probability iscalculated in both the horizontal and vertical dimensions that areorthogonal to the direction of the weapon:

p _(horizontal) =CDF(x+r _(x))−CDF(x−r _(x))   Eq. 32

p _(vertical) =CDF(y+r _(y))−CDF(y−r _(y))   Eq. 33

where

-   p_(horizontal) is the hit probability for the horizontal dimension;-   p_(vertical) is the hit probability for the vertical dimension;-   x is the horizontal distance between the ray an the center of the    hit sphere;-   r_(x) is the distribution hit radius for the horizontal dimension,    which is calculated by multiplying the horizontal length of the    digital clay target by the hit scaling factor;-   y is the vertical distance between the ray an the center of the hit    sphere; and,-   r_(y) is the distribution hit radius for the vertical dimension,    which is calculated by multiplying the vertical length of the    digital clay target by the hit scaling factor.

The “hit scaling factor” is set to 1 so long as the size of the digitalclay target is the same as the actual clay target.

At step 29132, a random number for each dimension is generated between 0and 1.

At step 29134, a hit is recorded based on the Gaussian pelletdistribution when the random number for the horizontal dimension is lessthan the horizontal hit probability and the random number for thevertical dimension is less than the vertical hit probability. In oneembodiment, steps 29128 through 29132 are bypassed and a hit is recordedwhen the ray collides with the phantom target.

At step 29136, after recording a hit, the system identifies the point ofimpact, which is the point on the path of the digital clay target wherethe hit will occur in the future. The three dimensional position of thepoint of impact is the current three dimensional position of the phantomtarget. When the digital clay target reaches the point of impact, thehit will be displayed as a rapid disassembly or explosion of the digitalclay target. After step 29136, the method returns to step 29116, tocontinue updating the simulation of the digital clay target until it isdestroyed or until the trajectory model intersects the horizon line.

Referring to FIG. 29D, an augmented reality overlay of the simulationresulting from method 2900 is described.

Overlay 2957 is an augmented reality overlay that includes digital claytarget 2958, phantom target 2959, digital clay target 2960, and phantomtarget 2961. Digital clay target 2958 and phantom target 2959 followpath 2962 from the high house. Digital clay target 2960 and phantomtarget 2961 are displayed as being launched from the low house andfollow path 2962.

Preferred embodiments of the launch signal event of step 2912 and theshot signal event of step 2920 will be further described here.

In one preferred embodiment, trigger unit 2202 is attached to theweapon. Processor 2353 of the trigger unit is programmed to generate afirst wireless signal indicative of a launch signal upon a first contactof the user with paddle 2210. Processor 2353 is programmed to send asecond, different wireless signal, indicative of a shot signal upon asecond contact with paddle 2210. When used in conjunction with thebarrel clamp mechanism of FIGS. 24B and 24C, a live round may be loadedinto the chamber of the weapon and discharged by pulling the trigger. Inthis way, the augmented reality system can be used in conjunction withactual clay targets and live ammunition on an actual shooting field inorder to alternate practice scenarios in real time.

In another embodiment, the trigger unit is attached to the weapon andthe electronic cartridge of FIG. 25B is loaded into the chamber. In thisembodiment, processor 2353 is programmed to send a wireless signalindicative of a launch signal to wireless interface 2108 upon a firstcontact with paddle 2210. Upon physical release of the hammer by thetrigger of the weapon, the trigger impacts micro switch 2512 wherebyprocessor 2516 sends a wireless signal indicative of a shot signal towireless interface 2108.

In another embodiment, the sensor arbor of FIG. 25F is secured in themuzzle of the weapon. Micro slide switch 2611 of the electricalcartridge of FIG. 25C is activated thereby instructing processor 2616 toactivate laser diode 2622. The electronic cartridge is then chambered inthe weapon. Laser diode 2622 sends beam 2626 down the barrel of theweapon which is received by photo sensor 2596 of the sensor arbor. Uponreceipt of the signal the processor activates LED 2595 to a “green”state thereby illuminating the indicator shield to indicate systemready.

Upon a trigger pull of the weapon, the hammer (not shown) impacts microswitch 2612 of the electronic cartridge. A signal generated by the microswitch is sensed by processor 2616. Upon sensing the signal, theprocessor is programmed to send a signal from the wireless interface ofthe electronic cartridge, indicative of a shot signal to wirelessinterface 2108. In an alternate embodiment, upon sensing the signal, theprocessor is programmed to change the signal sent by laser diode 2622using a digital coding. When the digitally coded signal is received byphoto sensor 2596 of the sensor arbor, processor 2616 activatesBluetooth module 2598 to send a shot signal 2569 from antenna 2599, towireless interface 2108. At the same time, processor 2590 sends a secondsignal to LED 2595 to eliminate “red” indicating a live fire condition.In this embodiment, the launch signal is generated automatically withoutwarning to the shooter.

In another embodiment, the electronic cartridge of FIG. 25D is activatedand chambered in the weapon. The sensor arbor of FIG. 25F is secured inthe muzzle of the weapon. Activation of the electronic cartridge isaccomplished by moving micro slide switch 2712 to an “on” position. Themicro switch thereby activates laser diode 2722. Laser diode 2722generates beam 2726 which is incident upon photo sensor 2596. Photosensor 2596 sends a signal to processor 2590 which activates LED 2595 toilluminate “green”.

In another embodiment, the electronic cartridge of FIG. 25D is activatedand chambered in the weapon. The mounting arbor of FIGS. 24A and 24B aresecured in the muzzle of the weapon. Activation of the electroniccartridge is accomplished by moving micro slide switch 2712 to an “on”position. Micro switch thereby activates laser diode 2722. Laser diode2722 generates beam 2726 which is incident upon photo cell 2437. Photocell 2437 sends signal to connector 2438 and then to positioningdetector 2204. Positioning detector 2204 then activates itself and sendsa “ready” signal to dongle 2109. Dongle 2109 communicates the “ready”signal to system computer 2101.

Sensor thimble 2560 and USB tether 2566 are connected to USB port 2224of positioning detector 2204. A first impact of the thimble on thetrigger of the weapons sends a first signal to positioning detectorwhich forwards it to the dongle and then on to the system computer. Thisfirst signal is interpreted as a “launch” signal. In the same way, asecond impact of the thimble on the trigger of the weapon sends a signalto positioning detector which forwards it again to the dongle and thesystem computer. The second signal is interpreted as “shot” signal.

In this embodiment, sensor thimble 2560 is attached by USB tether 2566to USB port 2573 of the sensor arbor. Upon impact of the ring cylinderagainst the trigger of the weapon, impact sensor sends a signal throughUSB tether 2566 to the sensor arbor. The signal is sensed first byprocessor 2590 which activates Bluetooth module 2598. Bluetooth module2598 sends a wireless signal to wireless interface 2108, indicative of alaunch signal. Upon a second impact of the ring cylinder on the triggerof the weapon, impact sensor 2562 sends a second signal through USBtether 2566 to USB port 2573. The signal is received by processor 2590which sends a second signal to LED 2595 to eliminate “red” indicating alive condition. Processor 2590 also activates Bluetooth module 2598 tosend a second different wireless signal to wireless interface 2108. Thesecond wireless signal is indicative of a shot signal.

Referring to FIG. 30, weapon movements can be used in the place ofcontroller movements. In a preferred embodiment, the hardware used in avirtual reality simulation includes weapon 2200, positioning detector2204, and a sensor thimble (not shown) worn by user 2201. After a longpress of the sensor thimble, directional movements of weapon 2200 areinterpreted as controller commands or specific actions in thesimulation, an example of which is shown in the table below.

Direction Action Up 3002 Launch target Down 3004 Laser toggle Left 3006Turn point of view within simulation to the left Right 3008 Turn pointof view within simulation to the rightIn preferred embodiment, a long or slow press by the sensor thimble usesa threshold duration of 0.5 seconds and the movement has a minimumthreshold of 0.5 inches. After holding the sensor thimble down for 0.5seconds and moving the end of the barrel of the weapon up 3002 by atleast 0.5 inches, the system registers a launch target command, e.g.,launch signal 29112, and will launch a target after a random delay of upto two seconds. A long press of the sensor thimble followed by adownward movement 3004 of the end of the barrel of weapon 2200 willtoggle on or off the display of a laser that emanates from the end ofweapon 2200 during the simulation and identifies the orientation ofweapon 2200 in the simulation, such as one or more of beams 1906, 1912,1916, 1920, 1924, 1928, 1932, and 1936 of FIG. 19. Moving the barrelleft 3006 or right 3008 after holding the sensor thimble for a longpress rotates the point of view of the user within the simulation leftor right until the sensor thimble is released. Different movements,different actions, and different mappings between movements and actionscan be used.

In an alternative embodiment, voice commands are used to perform theactions listed in the table above. For example, when the user says“pull!”, the system recognizes the word, identifies that the word ismapped to the launch target action, and initiates launching the targetbased on the recognized voice command by activating the launch signal,such as in step 29112 of FIG. 29C. Additional voice commands can bemapped to the actions performed by the system and multiple voicecommands can be mapped to the same action. The table below enumeratesseveral voice commands that are mapped with system actions.

Voice Command Action “Pull” or “Launch” Launch target “Toggle” Lasertoggle “Turn left” or “Look left” Turn point of view within simulation afixed number of degrees to the left “Turn right” or “Look Turn point ofview within simulation a fixed right” number of degrees to the right

Referring to FIG. 31, computer implemented method 3100 is a furtherdescription of step 29107 from FIG. 29C for processing a control signal.

At step 3102, the system receives a control signal from a peripheralattached to the weapon. In a preferred embodiment, the control signal isthe press of a sensor thimble connected to a positioning detector.

At step 3104, after receiving the control signal, the method determinesthe initial position of the weapon. In a preferred embodiment, thesystem stores the current position (location and orientation) of theweapon with the current time.

At step 3106, it is determined whether or not the control signal hasbeen active for longer than a threshold amount of time. In a preferredembodiment, the threshold amount of time is 0.5 seconds and is referredto as a “long press” or “long touch” of the sensor thimble. The currenttime is compared to the time stored at step 3104. If the control signalhas been active for longer than the threshold amount of time, then themethod proceeds to step 3110, otherwise the method proceeds to step3134, and ends.

At step 3110, it is determined if the weapon has moved a thresholddistance. In a preferred embodiment, the current position of the weaponis compared to the initial position stored at step 3104 and a differenceis calculated. If the distance is greater than the threshold, then themethod proceeds to step 3114. If the difference is not greater than thethreshold, then the method proceeds to step 3134, and ends.

At step 3114, it is determined if the movement of the weapon is in theup direction. If so, the method proceeds to step 3116. If not, then themethod proceeds to step 3118.

At step 3116, the method triggers the launch of a clay target in thesimulation in response to the movement of the weapon by the user.Afterwards, the method for handling control signals ends at step 3134.

At step 3118, the method determines if the movement is in a “downward”direction. If so, then the method proceeds to step 3120. If not, thenthe method proceeds to step 3122.

At step 3120, the method toggles on or off a “laser” image that emanatesfrom the barrel of the weapon during the simulation, such as one or moreof beam images 1906, 1912, 1916, 1920, 1924, 1928, 1932, and 1936 ofFIG. 19. After toggling the laser image, the method moves to step 3134,and ends.

At step 3122, if the weapon was moved to the left, then the methodproceeds to step 3124. If not, then the method proceeds to step 3128.

At step 3124, the method rotates the point of view of the user withinthe simulation to the left.

At step 3126, the method then checks to see whether or not the controlsignal is active. If so, then the method returns to step 3124. If not,then the method moves to step 3134, and ends.

At step 3128, the method determines whether or not the movement of theweapon is to the right. If so, then the method moves to step 3130.

At step 3130, the method turns the point of view of the user to theright. The method then moves to step 3132.

At step 3132, a determination is made as to whether or not the controlsignal is active. If so, then the method returns to step 3130. If not,then the method moves to step 3134, and ends.

It will be appreciated by those skilled in the art that the describedembodiments disclose significantly more than an abstract idea includingtechnical advancements in the field of data processing and atransformation of data which is directly related to real world objectsand situations in that the disclosed embodiments enable a computer tooperate more efficiently. For example, the disclosed embodimentstransform positions, orientations, and movements of a user device and aweapon into a graphical representations of the user and the weapon in asimulation environment.

It will be appreciated by those skilled in the art that modificationscan be made to the embodiments disclosed and remain within the inventiveconcept, such as by omitting various described features, rearrangingfeatures, and using features from one embodiment in another embodiment.Therefore, this invention is not limited to the specific embodimentsdisclosed, but is intended to cover changes within the scope and spiritof the claims.

1. A method for simulation of a launcher, a target, and a weapon, themethod comprising the steps of: deriving a trajectory of the target fromthe launcher; creating a phantom at a lead distance from the target;surrounding the phantom with a hit sphere; simulating a launch of thetarget and the phantom along the trajectory; receiving a shot signalfrom a peripheral associated with the weapon; generating a ray inresponse to the shot signal; determining an intersection of the ray andthe hit sphere; and, determining a hit event based on a shotdistribution probability and the intersection.
 2. The method of claim 1,further comprising: selecting a set of target settings; selecting a setof weapon settings; selecting a set of ammunition settings; and,determining a hit radius based on the target settings, the weaponsettings, and the ammunition settings.
 3. The method of claim 2, furthercomprising: determining a radius of the hit sphere based on the weaponsettings and the ammunition settings.
 4. The method of claim 1, furthercomprising: generating an updated position of the target, an updatedposition of the phantom, and an updated size of the hit sphere based ona time step of the simulation; rendering the target based on the updatedposition of the target; and, rendering the phantom based on the updatedposition of the phantom.
 5. The method of claim 4, further comprising:determining a current location and a current orientation of the weaponupon receipt of the shot signal.
 6. The method of claim 5, wherein thestep of generating a ray further comprises: generating the ray based onthe current location and the correct orientation.
 7. The method of claim1, wherein the step of determining an intersection further comprises:determining a point of impact; and, displaying a virtual explosion atthe point of impact when the target reaches the point of impact.
 8. Asystem that simulates a target shooting scenario, comprising: a computercomprising a processor operatively connected to a memory; the memoryfurther comprising instructions that when executed by the processorcause the computer to execute the steps of: deriving a trajectory of thetarget from a launcher; creating a phantom at a lead distance from thetarget; surrounding the phantom with a hit sphere; simulating a launchof the target and the phantom along the trajectory; receiving a shotsignal from a peripheral associated with a weapon; generating a ray inresponse to the shot signal; determining an intersection of the ray andthe hit sphere; and, determining a hit event based on a shotdistribution probability and the intersection.
 9. The system of claim 8,wherein the instructions further cause the computer to execute the stepsof: selecting a set of target settings; selecting a set of weaponsettings; selecting a set of ammunition settings; and, determining a hitradius based on the target settings, the weapon settings, and theammunition settings.
 10. A shooting simulator system comprising: anelectronic cartridge chambered in a weapon; an electronic arbor, enabledby the electronic cartridge, fixed in a barrel of the weapon, forgenerating an enable signal; a positioning detector fixed to the weapon;a computer system comprising a first processor operatively connected toa first memory; the first memory further comprising instructions thatwhen executed by the first processor cause the computer system toexecute the steps of: enabling a shooting simulation upon receipt of theenable signal; deriving a trajectory of a target from a launcher;creating a phantom at a lead distance from the target; surrounding thephantom with a hit sphere; simulating a launch of the target and thephantom along the trajectory; receiving a shot signal from a peripheralassociated with the weapon; receiving a set of position data, related tothe weapon, from the positioning detector; generating a ray in responseto the shot signal and the position data; determining an intersection ofthe ray and the hit sphere; and, determining a hit event based on a shotdistribution probability and the intersection.
 11. The system of claim10 wherein the peripheral further comprises: a paddle; the paddle heldadjacent a trigger guard of the weapon by a mounting enclosure; themounting enclosure fixed to the weapon; and, the paddle operativelyconnected to a switch which generates the shot signal when the paddle ismoved.
 12. The system of claim 10 wherein the peripheral furthercomprises: a trigger ring; the trigger ring further comprising a fixedsensor; and, the sensor electrically connected to the electronic arbor,and adapted to generate the shot signal when touched to the weapon. 13.The system of claim 10 wherein the electronic arbor further comprises asecond memory operatively connected to a second processor; the secondmemory including instructions that, when executed by the secondprocessor, cause the electronic arbor to execute the steps of: receivinga light signal from the electronic cartridge; and, transmitting theenable signal to the first processor upon receipt of the light signal.14. The system of claim 13 wherein the positioning detector transmitsthe enable signal.
 15. The system of claim 13 wherein the electronicarbor transmits the enable signal.
 16. The system of claim 13 furthercomprising: a sensor operatively connected to the electronic arbor; and,the sensor generating a fourth signal indicative of a requested targetlaunch.
 17. The system of claim 16 wherein the sensor includes one ofthe group of a switch, a pressure sensor and an optical sensor.
 18. Thesystem of claim 13 wherein: the electronic cartridge further includes aninfrared light source providing the light signal; the electronic arborfurther includes a photodetector, in a path of the light signal, sendinga start signal to the second processor upon receipt of the light signal;and, the second processor is programmed to send the enable signal uponreceipt of the start signal.
 19. The system of claim 18 wherein thesecond processor is programmed to send the enable signal to thepositioning detector upon receipt of the start signal.
 20. The system ofclaim 18 wherein the second processor is programmed to send the enablesignal to the first processor upon receipt of the start signal.
 21. Thesystem of claim 10 wherein the electronic cartridge further comprises arim section, removably connected to a shell case, and forming a hollowcentral chamber.
 22. The system of claim 21 wherein the electroniccartridge further comprises: a third processor operatively connected toa third memory; a switch, located in the rim section at the position ofa primer; the switch operatively connected to the third processor; theswitch generating a closure signal when impacted by a hammer of theweapon; the third memory comprising instructions that cause the thirdprocessor to perform the steps of: receiving the closure signal; and,transmitting the closure signal to the electronic arbor to request atarget launch.
 23. The system of claim 22 wherein the electronic arborfurther comprises: an antenna, integrally constructed with the shellcase and operatively connected to the processor, for transmitting theclosure signal.
 24. A shooting simulator system comprising: a headsetincluding a camera; a sight marker fixed to a weapon; a computer systemcomprising a first processor operatively connected to a first memory;the first memory further comprising instructions that when executed bythe first processor cause the computer system to execute the steps of:deriving a trajectory of a target from a launcher; creating a phantom ata lead distance from the target; surrounding the phantom with a hitsphere; simulating a launch of the target and the phantom along thetrajectory; receiving a shot signal from a peripheral associated withthe weapon; generating an image that includes the sight marker with thecamera; deriving a set of position data from the image based on thesight marker; generating a ray in response to the shot signal and theposition data; determining an intersection of the ray and the hitsphere; and, determining a hit event based on a shot distributionprobability and the intersection.
 25. The system of claim 24 wherein theperipheral further comprises: a paddle; the paddle held adj acent atrigger guard of the weapon by a mounting enclosure; the mountingenclosure fixed to the weapon; and, the paddle operatively connected toa switch which generates the shot signal when the paddle is moved. 26.The system of claim 24 further comprising: an electronic cartridgechambered in the weapon; an electronic arbor, enabled by the electroniccartridge, fixed in a barrel of the weapon, for generating an enablesignal; the first memory further comprising instructions that whenexecuted by the first processor cause the computer system to execute thestep of: enabling a shooting simulation upon receipt of the enablesignal; wherein the peripheral further comprises: a trigger ring; thetrigger ring further comprising a fixed sensor; and, the fixed sensorelectrically connected to the electronic arbor, and adapted to generatethe shot signal when touched to the weapon.
 27. The system of claim 24further comprising: an electronic cartridge chambered in the weapon; anelectronic arbor, enabled by the electronic cartridge, fixed in a barrelof the weapon, for generating an enable signal; the first memory furthercomprising instructions that when executed by the first processor causethe computer system to execute the step of: enabling a shootingsimulation upon receipt of the enable signal; wherein the electronicarbor further comprises a second memory operatively connected to asecond processor; the second memory including instructions that, whenexecuted by the second processor, cause the electronic arbor to executethe steps of: receiving a light signal from the electronic cartridge;and, transmitting the enable signal to the first processor upon receiptof the light signal.
 28. The system of claim 27 wherein the electronicarbor transmits the enable signal.
 29. The system of claim 27 furthercomprising: a sensor operatively connected to the electronic arbor; and,the sensor generating a fourth signal indicative of a requested targetlaunch.
 30. The system of claim 29 wherein the sensor includes one ofthe group of a switch, a pressure sensor and an optical sensor.
 31. Thesystem of claim 27 wherein: the electronic cartridge further includes aninfrared light source providing the light signal; the electronic arborfurther includes a photodetector, in a path of the light signal, sendinga start signal to the second processor upon receipt of the light signal;and, the second processor is programmed to send the enable signal uponreceipt of the start signal.
 32. The system of claim 31 wherein thesecond processor is programmed to send the enable signal to the firstprocessor upon receipt of the start signal.
 33. The system of claim 24further comprising: an electronic cartridge chambered in the weapon; anelectronic arbor, enabled by the electronic cartridge, fixed in a barrelof the weapon, for generating an enable signal; and, the first memoryfurther comprising instructions that when executed by the firstprocessor cause the computer system to execute the step of: enabling ashooting simulation upon receipt of the enable signal.
 34. The system ofclaim 33 wherein the electronic cartridge further comprises: a thirdprocessor operatively connected to a third memory; a switch, located ata position of a primer; the switch operatively connected to a thirdprocessor; the switch generating a closure signal when impacted by ahammer of the weapon; the third memory comprising instructions thatcause the third processor to perform the steps of: receiving the closuresignal; and, transmitting the closure signal to the electronic arbor torequest a target launch.